mirror of
https://github.com/ZDoom/Raze.git
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198 lines
4.1 KiB
C++
198 lines
4.1 KiB
C++
#include "glbackend.h"
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#include "glad/glad.h"
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#include "gl_samplers.h"
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GLInstance GLInterface;
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void GLInstance::Init()
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{
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if (!mSamplers)
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{
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mSamplers = new FSamplerManager;
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memset(LastBoundTextures, 0, sizeof(LastBoundTextures));
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}
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}
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void GLInstance::InitGLState(int fogmode, int multisample)
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{
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glShadeModel(GL_SMOOTH); // GL_FLAT
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glClearColor(0, 0, 0, 1.0); // Black Background
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glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
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glDisable(GL_DITHER);
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glEnable(GL_TEXTURE_2D);
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glHint(GL_FOG_HINT, GL_NICEST);
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glFogi(GL_FOG_MODE, (fogmode < 2) ? GL_EXP2 : GL_LINEAR);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glPixelStorei(GL_PACK_ALIGNMENT, 1);
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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glEnable(GL_DEPTH_CLAMP);
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if (multisample > 0 )
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{
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glHint(GL_MULTISAMPLE_FILTER_HINT_NV, GL_NICEST);
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glEnable(GL_MULTISAMPLE);
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}
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glGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxTextureSize);
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}
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void GLInstance::Deinit()
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{
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if (mSamplers) delete mSamplers;
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mSamplers = nullptr;
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}
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std::pair<size_t, BaseVertex *> GLInstance::AllocVertices(size_t num)
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{
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Buffer.resize(num);
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return std::make_pair((size_t)0, Buffer.data());
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}
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static GLint primtypes[] =
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{
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GL_TRIANGLES,
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GL_TRIANGLE_STRIP,
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GL_TRIANGLE_FAN,
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GL_QUADS,
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GL_LINES
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};
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void GLInstance::Draw(EDrawType type, size_t start, size_t count)
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{
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glBegin(primtypes[type]);
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auto p = &Buffer[start];
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for (size_t i = 0; i < count; i++, p++)
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{
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glTexCoord2f(p->u, p->v);
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glVertex3f(p->x, p->y, p->z);
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}
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glEnd();
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}
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int GLInstance::GetTextureID()
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{
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// Generating large numbers of texture IDs piece by piece does not work well on modern NVidia drivers.
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if (currentindex == THCACHESIZE)
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{
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currentindex = 0;
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glGenTextures(THCACHESIZE, TextureHandleCache);
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}
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else currentindex++;
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return TextureHandleCache[currentindex];
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}
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FHardwareTexture* GLInstance::NewTexture()
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{
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return new FHardwareTexture;
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}
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void GLInstance::BindTexture(int texunit, FHardwareTexture *tex, int sampler)
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{
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if (!tex) return;
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if (texunit != 0) glActiveTexture(GL_TEXTURE0 + texunit);
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glBindTexture(GL_TEXTURE_2D, tex->GetTextureHandle());
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mSamplers->Bind(texunit, sampler == NoSampler? tex->GetSampler() : sampler, 0);
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if (texunit != 0) glActiveTexture(GL_TEXTURE0);
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LastBoundTextures[texunit] = tex->GetTextureHandle();
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}
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void GLInstance::UnbindTexture(int texunit)
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{
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if (LastBoundTextures[texunit] != 0)
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{
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if (texunit != 0) glActiveTexture(GL_TEXTURE0+texunit);
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glBindTexture(GL_TEXTURE_2D, 0);
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if (texunit != 0) glActiveTexture(GL_TEXTURE0);
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LastBoundTextures[texunit] = 0;
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}
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}
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void GLInstance::UnbindAllTextures()
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{
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for(int texunit = 0; texunit < MAX_TEXTURES; texunit++)
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{
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UnbindTexture(texunit);
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}
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}
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void GLInstance::EnableBlend(bool on)
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{
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if (on) glEnable (GL_BLEND);
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else glDisable (GL_BLEND);
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}
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void GLInstance::EnableAlphaTest(bool on)
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{
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if (on) glEnable (GL_ALPHA_TEST);
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else glDisable (GL_ALPHA_TEST);
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}
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void GLInstance::EnableDepthTest(bool on)
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{
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if (on) glEnable (GL_DEPTH_TEST);
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else glDisable (GL_DEPTH_TEST);
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}
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void GLInstance::SetMatrix(int num, const VSMatrix *mat)
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{
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matrices[num] = *mat;
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switch(num)
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{
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case Matrix_Projection:
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glMatrixMode(GL_PROJECTION);
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break;
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case Matrix_ModelView:
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glMatrixMode(GL_MODELVIEW);
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break;
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default:
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glActiveTexture(GL_TEXTURE0 + num - Matrix_Texture0);
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glMatrixMode(GL_TEXTURE);
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break;
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}
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glLoadMatrixf(mat->get());
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glMatrixMode(GL_MODELVIEW);
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if (num > Matrix_Texture0) glActiveTexture(GL_TEXTURE0);
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}
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void GLInstance::EnableStencilWrite(int value)
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{
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glEnable(GL_STENCIL_TEST);
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glClear(GL_STENCIL_BUFFER_BIT);
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glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
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glStencilFunc(GL_ALWAYS, value, 0xFF);
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}
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void GLInstance::EnableStencilTest(int value)
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{
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glEnable(GL_STENCIL_TEST);
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glStencilFunc(GL_EQUAL, value, 0xFF);
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glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
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}
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void GLInstance::DisableStencil()
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{
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glDisable(GL_STENCIL_TEST);
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}
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void GLInstance::SetCull(int type)
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{
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if (type == Cull_None)
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{
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glDisable(GL_CULL_FACE);
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}
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else if (type == Cull_Front)
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{
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glEnable(GL_CULL_FACE);
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glCullFace(GL_FRONT);
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}
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else if (type == Cull_Back)
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{
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glEnable(GL_CULL_FACE);
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glCullFace(GL_BACK);
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}
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}
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