Files
fs2open.github.com/code/graphics/gropenglstate.cpp
T

1734 lines
39 KiB
C++

/*
* Copyright (C) Volition, Inc. 1999. All rights reserved.
*
* All source code herein is the property of Volition, Inc. You may not sell
* or otherwise commercially exploit the source or things you created based on the
* source.
*
*/
#include "graphics/gropengllight.h"
#include "graphics/gropenglshader.h"
#include "graphics/gropenglstate.h"
#include "math/vecmat.h"
extern GLfloat GL_max_anisotropy;
opengl_state GL_state;
opengl_texture_state::~opengl_texture_state()
{
if (units != NULL) {
vm_free(units);
}
}
void opengl_texture_state::init(GLuint n_units)
{
Assert( n_units > 0 );
units = (opengl_texture_unit*) vm_malloc(n_units * sizeof(opengl_texture_unit));
num_texture_units = n_units;
for (unsigned int unit = 0; unit < num_texture_units; unit++) {
units[unit].active = GL_FALSE;
units[unit].enabled = GL_FALSE;
units[unit].used = GL_FALSE;
default_values(unit);
vglActiveTextureARB(GL_TEXTURE0 + unit);
if (unit < (GLuint)GL_supported_texture_units) {
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
glDisable(GL_TEXTURE_GEN_R);
glDisable(GL_TEXTURE_GEN_Q);
}
units[unit].texgen_S = GL_FALSE;
units[unit].texgen_T = GL_FALSE;
units[unit].texgen_R = GL_FALSE;
units[unit].texgen_Q = GL_FALSE;
if (unit < (GLuint)GL_supported_texture_units) {
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
glTexGeni(GL_Q, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
}
units[unit].texgen_mode_S = GL_EYE_LINEAR;
units[unit].texgen_mode_T = GL_EYE_LINEAR;
units[unit].texgen_mode_R = GL_EYE_LINEAR;
units[unit].texgen_mode_Q = GL_EYE_LINEAR;
if (unit < (GLuint)GL_supported_texture_units) {
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_MODULATE);
}
units[unit].env_mode = GL_MODULATE;
units[unit].env_combine_rgb = GL_MODULATE;
units[unit].env_combine_alpha = GL_MODULATE;
if (unit < (GLuint)GL_supported_texture_units) {
glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE, 1.0f);
glTexEnvf(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1.0f);
}
units[unit].rgb_scale = 1.0f;
units[unit].alpha_scale = 1.0f;
}
DisableAll();
}
void opengl_texture_state::default_values(GLint unit, GLenum target)
{
vglActiveTextureARB(GL_TEXTURE0 + unit);
if (target == GL_INVALID_ENUM) {
if (unit < GL_supported_texture_units) {
glDisable(GL_TEXTURE_2D);
glDisable(GL_TEXTURE_CUBE_MAP);
}
glBindTexture(GL_TEXTURE_2D, 0);
glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
units[unit].texture_target = GL_TEXTURE_2D;
units[unit].texture_id = 0;
}
}
GLboolean opengl_texture_state::TexgenS(GLint state)
{
GLboolean save_state = units[active_texture_unit].texgen_S;
if ( !((state == -1) || (state == units[active_texture_unit].texgen_S)) ) {
if (state) {
Assert( state == GL_TRUE );
glEnable(GL_TEXTURE_GEN_S);
units[active_texture_unit].texgen_S = GL_TRUE;
} else {
glDisable(GL_TEXTURE_GEN_S);
units[active_texture_unit].texgen_S = GL_FALSE;
}
}
return save_state;
}
GLboolean opengl_texture_state::TexgenT(GLint state)
{
GLboolean save_state = units[active_texture_unit].texgen_T;
if ( !((state == -1) || (state == units[active_texture_unit].texgen_T)) ) {
if (state) {
Assert( state == GL_TRUE );
glEnable(GL_TEXTURE_GEN_T);
units[active_texture_unit].texgen_T = GL_TRUE;
} else {
glDisable(GL_TEXTURE_GEN_T);
units[active_texture_unit].texgen_T = GL_FALSE;
}
}
return save_state;
}
GLboolean opengl_texture_state::TexgenR(GLint state)
{
GLboolean save_state = units[active_texture_unit].texgen_R;
if ( !((state == -1) || (state == units[active_texture_unit].texgen_R)) ) {
if (state) {
Assert( state == GL_TRUE );
glEnable(GL_TEXTURE_GEN_R);
units[active_texture_unit].texgen_R = GL_TRUE;
} else {
glDisable(GL_TEXTURE_GEN_R);
units[active_texture_unit].texgen_R = GL_FALSE;
}
}
return save_state;
}
GLboolean opengl_texture_state::TexgenQ(GLint state)
{
GLboolean save_state = units[active_texture_unit].texgen_Q;
if ( !((state == -1) || (state == units[active_texture_unit].texgen_Q)) ) {
if (state) {
Assert( state == GL_TRUE );
glEnable(GL_TEXTURE_GEN_Q);
units[active_texture_unit].texgen_Q = GL_TRUE;
} else {
glDisable(GL_TEXTURE_GEN_Q);
units[active_texture_unit].texgen_Q = GL_FALSE;
}
}
return save_state;
}
void opengl_texture_state::SetTarget(GLenum tex_target)
{
if (units[active_texture_unit].texture_target != tex_target) {
Disable();
if (units[active_texture_unit].texture_id) {
glBindTexture(units[active_texture_unit].texture_target, 0);
units[active_texture_unit].texture_id = 0;
}
// reset modes, since those were only valid for the previous texture target
default_values(active_texture_unit, tex_target);
units[active_texture_unit].texture_target = tex_target;
}
}
void opengl_texture_state::SetActiveUnit(GLuint id)
{
if (id >= num_texture_units) {
Int3();
id = 0;
}
vglActiveTextureARB(GL_TEXTURE0 + id);
active_texture_unit = id;
}
void opengl_texture_state::Enable(GLuint tex_id)
{
units[active_texture_unit].used = GL_TRUE;
if ( units[active_texture_unit].active && (units[active_texture_unit].texture_id == tex_id) ) {
return;
}
if ( !shader_mode && (active_texture_unit < (uint)GL_supported_texture_units) ) {
if( units[active_texture_unit].texture_target != GL_TEXTURE_2D_ARRAY_EXT)
glEnable( units[active_texture_unit].texture_target );
units[active_texture_unit].enabled = GL_TRUE;
}
if (units[active_texture_unit].texture_id != tex_id) {
glBindTexture(units[active_texture_unit].texture_target, tex_id);
units[active_texture_unit].texture_id = tex_id;
}
units[active_texture_unit].active = GL_TRUE;
}
void opengl_texture_state::Disable()
{
if ( !units[active_texture_unit].active ) {
return;
}
if ( units[active_texture_unit].enabled ) {
if( units[active_texture_unit].texture_target != GL_TEXTURE_2D_ARRAY_EXT)
glDisable( units[active_texture_unit].texture_target );
units[active_texture_unit].enabled = GL_FALSE;
}
units[active_texture_unit].active = GL_FALSE;
units[active_texture_unit].used = GL_FALSE;
}
void opengl_texture_state::ResetUsed()
{
for (unsigned int i = 0; i < num_texture_units; i++) {
units[i].used = GL_FALSE;
}
}
void opengl_texture_state::DisableUnused()
{
for (unsigned int i = 0; i < num_texture_units; i++) {
if (!units[i].used) {
SetActiveUnit(i);
Disable();
}
}
}
void opengl_texture_state::DisableAll()
{
for (unsigned int i = 0; i < num_texture_units; i++) {
if (units[i].active) {
SetActiveUnit(i);
Disable();
}
}
SetActiveUnit();
Current_texture_source = TEXTURE_SOURCE_NONE;
}
void opengl_texture_state::Delete(GLuint tex_id)
{
if (tex_id == 0) {
Int3();
return;
}
GLuint atu_save = active_texture_unit;
for (unsigned int i = 0; i < num_texture_units; i++) {
if (units[i].texture_id == tex_id) {
SetActiveUnit(i);
Disable();
glBindTexture(units[i].texture_target, 0);
units[i].texture_id = 0;
default_values(i, units[i].texture_target);
if (i == atu_save) {
atu_save = 0;
}
}
}
SetActiveUnit(atu_save);
}
GLfloat opengl_texture_state::AnisoFilter(GLfloat aniso)
{
#if 0
GLfloat rval = units[active_texture_unit].aniso_filter;
if ( (aniso > 0.0f) /*&& (aniso != rval)*/ ) {
if ( Is_Extension_Enabled(OGL_EXT_TEXTURE_FILTER_ANISOTROPIC) ) {
units[active_texture_unit].aniso_filter = aniso;
CLAMP(units[active_texture_unit].aniso_filter, 1.0f, GL_max_anisotropy);
glTexParameterf(units[active_texture_unit].texture_target, GL_TEXTURE_MAX_ANISOTROPY_EXT, units[active_texture_unit].aniso_filter);
}
if ( Is_Extension_Enabled(OGL_EXT_TEXTURE_LOD_BIAS) ) {
if (units[active_texture_unit].aniso_filter > 1.0f) {
glTexEnvf(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, 0.0f);
} else {
glTexEnvf(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, -0.75f);
}
}
}
return rval;
#endif
return GL_anisotropy;
}
opengl_state::~opengl_state()
{
if (light_Status != NULL) {
vm_free(light_Status);
}
}
void opengl_state::init()
{
int i;
glDisable(GL_FOG);
fog_Status = GL_FALSE;
glDisable(GL_BLEND);
blend_Status = GL_FALSE;
glDisable(GL_ALPHA_TEST);
alphatest_Status = GL_FALSE;
glDisable(GL_DEPTH_TEST);
depthtest_Status = GL_FALSE;
glDisable(GL_SCISSOR_TEST);
scissortest_Status = GL_FALSE;
glDisable(GL_CULL_FACE);
cullface_Status = GL_FALSE;
glDisable(GL_POLYGON_OFFSET_FILL);
polygonoffsetfill_Status = GL_FALSE;
polygon_offset_Factor = 0.0f;
polygon_offset_Unit = 0.0f;
glDisable(GL_NORMALIZE);
normalize_Status = GL_FALSE;
for (i = 0; i < (int)(sizeof(clipplane_Status) / sizeof(GLboolean)); i++) {
//glDisable(GL_CLIP_PLANE0+i);
clipplane_Status[i] = GL_FALSE;
}
if (GL_version >= 30) {
for (i = 0; i < (int)(sizeof(clipdistance_Status) / sizeof(GLboolean)); i++) {
//glDisable(GL_CLIP_DISTANCE0+i);
clipdistance_Status[i] = GL_FALSE;
}
}
Assert( GL_max_lights > 0 );
light_Status = (GLboolean*) vm_malloc(GL_max_lights * sizeof(GLboolean));
for (i = 0; i < GL_max_lights; i++) {
glDisable(GL_LIGHT0+i);
light_Status[i] = GL_FALSE;
}
glDepthMask(GL_FALSE);
depthmask_Status = GL_FALSE;
glDisable(GL_LIGHTING);
lighting_Status = GL_FALSE;
glFrontFace(GL_CCW);
frontface_Value = GL_CCW;
glCullFace(GL_BACK);
cullface_Value = GL_BACK;
glBlendFunc(GL_ONE, GL_ZERO);
blendfunc_Value[0] = GL_ONE;
blendfunc_Value[1] = GL_ZERO;
glDepthFunc(GL_LESS);
depthfunc_Value = GL_LESS;
Current_alpha_blend_mode = ALPHA_BLEND_NONE;
Current_zbuffer_type = ZBUFFER_TYPE_READ;
red_Status = 255;
blue_Status = 255;
green_Status = 255;
alpha_Status = 255;
color_invalid = true;
}
GLboolean opengl_state::Lighting(GLint state)
{
GLboolean save_state = lighting_Status;
if ( !((state == -1) || (state == lighting_Status)) ) {
if (state) {
Assert( state == GL_TRUE );
glEnable(GL_LIGHTING);
lighting_Status = GL_TRUE;
} else {
glDisable(GL_LIGHTING);
lighting_Status = GL_FALSE;
}
}
return save_state;
}
GLboolean opengl_state::Fog(GLint state)
{
GLboolean save_state = fog_Status;
if ( !((state == -1) || (state == fog_Status)) ) {
if (state) {
Assert( state == GL_TRUE );
glEnable(GL_FOG);
fog_Status = GL_TRUE;
} else {
glDisable(GL_FOG);
fog_Status = GL_FALSE;
}
}
return save_state;
}
GLboolean opengl_state::Blend(GLint state)
{
GLboolean save_state = blend_Status;
if ( !((state == -1) || (state == blend_Status)) ) {
if (state) {
Assert( state == GL_TRUE );
glEnable(GL_BLEND);
blend_Status = GL_TRUE;
} else {
glDisable(GL_BLEND);
blend_Status = GL_FALSE;
}
Current_alpha_blend_mode = (gr_alpha_blend)(-1);
}
return save_state;
}
GLboolean opengl_state::AlphaTest(GLint state)
{
GLboolean save_state = alphatest_Status;
if ( !((state == -1) || (state == alphatest_Status)) ) {
if (state) {
Assert( state == GL_TRUE );
glEnable(GL_ALPHA_TEST);
alphatest_Status = GL_TRUE;
} else {
glDisable(GL_ALPHA_TEST);
alphatest_Status = GL_FALSE;
}
}
return save_state;
}
GLboolean opengl_state::DepthTest(GLint state)
{
GLboolean save_state = depthtest_Status;
if ( !((state == -1) || (state == depthtest_Status)) ) {
if (state) {
Assert( state == GL_TRUE );
glEnable(GL_DEPTH_TEST);
depthtest_Status = GL_TRUE;
} else {
glDisable(GL_DEPTH_TEST);
depthtest_Status = GL_FALSE;
}
}
return save_state;
}
GLboolean opengl_state::ScissorTest(GLint state)
{
GLboolean save_state = scissortest_Status;
if ( !((state == -1) || (state == scissortest_Status)) ) {
if (state) {
Assert( state == GL_TRUE );
glEnable(GL_SCISSOR_TEST);
scissortest_Status = GL_TRUE;
} else {
glDisable(GL_SCISSOR_TEST);
scissortest_Status = GL_FALSE;
}
}
return save_state;
}
GLboolean opengl_state::StencilTest(GLint state)
{
GLboolean save_state = stenciltest_Status;
if ( !((state == -1) || (state == stenciltest_Status)) ) {
if (state) {
Assert( state == GL_TRUE );
glEnable(GL_STENCIL_TEST);
stenciltest_Status = GL_TRUE;
} else {
glDisable(GL_STENCIL_TEST);
stenciltest_Status = GL_FALSE;
}
}
return save_state;
}
GLboolean opengl_state::CullFace(GLint state)
{
GLboolean save_state = cullface_Status;
if ( !((state == -1) || (state == cullface_Status)) ) {
if (state) {
Assert( state == GL_TRUE );
glEnable(GL_CULL_FACE);
cullface_Status = GL_TRUE;
} else {
glDisable(GL_CULL_FACE);
cullface_Status = GL_FALSE;
}
}
return save_state;
}
void opengl_state::SetPolygonMode(GLenum face, GLenum mode)
{
if ( polygon_mode_Face != face || polygon_mode_Mode != mode ) {
glPolygonMode(face, mode);
polygon_mode_Face = face;
polygon_mode_Mode = mode;
}
}
void opengl_state::SetPolygonOffset(GLfloat factor, GLfloat units)
{
if ( polygon_offset_Factor != factor || polygon_offset_Unit != units) {
glPolygonOffset(factor, units);
polygon_offset_Factor = factor;
polygon_offset_Unit = units;
}
}
GLboolean opengl_state::PolygonOffsetFill(GLint state)
{
GLboolean save_state = polygonoffsetfill_Status;
if ( !((state == -1) || (state == polygonoffsetfill_Status)) ) {
if (state) {
Assert( state == GL_TRUE );
glEnable(GL_POLYGON_OFFSET_FILL);
polygonoffsetfill_Status = GL_TRUE;
} else {
glDisable(GL_POLYGON_OFFSET_FILL);
polygonoffsetfill_Status = GL_FALSE;
}
}
return save_state;
}
GLboolean opengl_state::Normalize(GLint state)
{
GLboolean save_state = normalize_Status;
if ( !((state == -1) || (state == normalize_Status)) ) {
if (state) {
Assert( state == GL_TRUE );
glEnable(GL_NORMALIZE);
normalize_Status = GL_TRUE;
} else {
glDisable(GL_NORMALIZE);
normalize_Status = GL_FALSE;
}
}
return save_state;
}
GLboolean opengl_state::Light(GLint num, GLint state)
{
Assert( (light_Status != NULL) && (num >= 0) && (num < GL_max_lights) );
GLboolean save_state = light_Status[num];
if ( !((state == -1) || (state == light_Status[num])) ) {
if (state) {
Assert( state == GL_TRUE );
glEnable(GL_LIGHT0+num);
light_Status[num] = GL_TRUE;
} else {
glDisable(GL_LIGHT0+num);
light_Status[num] = GL_FALSE;
}
}
return save_state;
}
GLboolean opengl_state::ClipPlane(GLint num, GLint state)
{
Assert( (num >= 0) || (num < (int)(sizeof(clipplane_Status) / sizeof(GLboolean))) );
GLboolean save_state = clipplane_Status[num];
if ( !((state == -1) || (state == clipplane_Status[num])) ) {
if (state) {
Assert( state == GL_TRUE );
glEnable(GL_CLIP_PLANE0+num);
clipplane_Status[num] = GL_TRUE;
} else {
glDisable(GL_CLIP_PLANE0+num);
clipplane_Status[num] = GL_FALSE;
}
}
return save_state;
}
GLboolean opengl_state::ClipDistance(GLint num, GLint state)
{
Assert( (num >= 0) || (num < (int)(sizeof(clipdistance_Status) / sizeof(GLboolean))) || GL_version >= 30 );
GLboolean save_state = clipdistance_Status[num];
if ( !((state == -1) || (state == clipdistance_Status[num])) ) {
if (state) {
Assert( state == GL_TRUE );
//glEnable(GL_CLIP_DISTANCE0+num);
clipdistance_Status[num] = GL_TRUE;
} else {
//glDisable(GL_CLIP_DISTANCE0+num);
clipdistance_Status[num] = GL_FALSE;
}
}
return save_state;
}
GLboolean opengl_state::DepthMask(GLint state)
{
GLboolean save_state = depthmask_Status;
if ( !((state == -1) || (state == depthmask_Status)) ) {
if (state) {
Assert( state == GL_TRUE );
glDepthMask(GL_TRUE);
depthmask_Status = GL_TRUE;
} else {
glDepthMask(GL_FALSE);
depthmask_Status = GL_FALSE;
}
Current_zbuffer_type = (gr_zbuffer_type)(-1);
}
return save_state;
}
GLboolean opengl_state::ColorMask(GLint state)
{
GLboolean save_state = colormask_Status;
if ( !((state == -1) || (state == colormask_Status)) ) {
if (state) {
Assert( state == GL_TRUE );
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
colormask_Status = GL_TRUE;
} else {
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
colormask_Status = GL_FALSE;
}
}
return save_state;
}
void opengl_state::SetTextureSource(gr_texture_source ts)
{
if (ts == Texture.Current_texture_source) {
return;
}
switch (ts) {
case TEXTURE_SOURCE_DECAL:
GL_state.Texture.SetActiveUnit();
GL_state.Texture.SetEnvMode(GL_MODULATE);
break;
case TEXTURE_SOURCE_NO_FILTERING:
GL_state.Texture.SetActiveUnit();
GL_state.Texture.SetEnvMode(GL_MODULATE);
break;
case TEXTURE_SOURCE_NONE:
GL_state.Texture.DisableAll();
break;
default:
Int3();
break;
}
Texture.Current_texture_source = ts;
}
void opengl_state::SetAlphaBlendMode(gr_alpha_blend ab)
{
if (ab == Current_alpha_blend_mode) {
return;
}
switch (ab) {
case ALPHA_BLEND_ALPHA_BLEND_ALPHA:
GL_state.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
break;
case ALPHA_BLEND_NONE:
GL_state.BlendFunc(GL_ONE, GL_ZERO);
break;
case ALPHA_BLEND_ADDITIVE:
GL_state.BlendFunc(GL_ONE, GL_ONE);
break;
case ALPHA_BLEND_ALPHA_ADDITIVE:
GL_state.BlendFunc(GL_SRC_ALPHA, GL_ONE);
break;
case ALPHA_BLEND_ALPHA_BLEND_SRC_COLOR:
GL_state.BlendFunc(/*GL_SRC_COLOR*/GL_SRC_ALPHA, GL_ONE_MINUS_SRC_COLOR);
break;
case ALPHA_BLEND_PREMULTIPLIED:
GL_state.BlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
break;
default:
break;
}
GL_state.Blend( (ab == ALPHA_BLEND_NONE) ? GL_FALSE : GL_TRUE );
Current_alpha_blend_mode = ab;
}
void opengl_state::SetZbufferType(gr_zbuffer_type zt)
{
if (zt == Current_zbuffer_type) {
return;
}
switch (zt) {
case ZBUFFER_TYPE_NONE:
GL_state.DepthFunc(GL_ALWAYS);
GL_state.DepthMask(GL_FALSE);
break;
case ZBUFFER_TYPE_READ:
GL_state.DepthFunc(GL_LESS);
GL_state.DepthMask(GL_FALSE);
break;
case ZBUFFER_TYPE_WRITE:
GL_state.DepthFunc(GL_ALWAYS);
GL_state.DepthMask(GL_TRUE);
break;
case ZBUFFER_TYPE_FULL:
GL_state.DepthFunc(GL_LESS);
GL_state.DepthMask(GL_TRUE);
break;
default:
break;
}
GL_state.DepthTest( (zt == ZBUFFER_TYPE_NONE) ? GL_FALSE : GL_TRUE );
Current_zbuffer_type = zt;
}
void opengl_state::SetStencilType(gr_stencil_type st)
{
if (st == Current_stencil_type) {
return;
}
switch (st) {
case STENCIL_TYPE_NONE:
glStencilFunc( GL_NEVER, 1, 0xFFFF );
glStencilOp( GL_KEEP, GL_KEEP, GL_KEEP );
break;
case STENCIL_TYPE_READ:
glStencilFunc( GL_NOTEQUAL, 1, 0XFFFF );
glStencilOp( GL_KEEP, GL_KEEP, GL_KEEP );
break;
case STENCIL_TYPE_WRITE:
glStencilFunc( GL_ALWAYS, 1, 0xFFFF );
glStencilOp( GL_KEEP, GL_KEEP, GL_REPLACE );
break;
default:
break;
}
GL_state.StencilTest( (st == STENCIL_TYPE_NONE) ? GL_FALSE : GL_TRUE );
Current_stencil_type = st;
}
opengl_array_state::~opengl_array_state()
{
if ( client_texture_units != NULL ) {
vm_free(client_texture_units);
}
}
void opengl_array_state::init(GLuint n_units)
{
Assert( n_units > 0 );
client_texture_units = (opengl_client_texture_unit*) vm_malloc(n_units * sizeof(opengl_client_texture_unit));
num_client_texture_units = n_units;
active_client_texture_unit = 0;
for (unsigned int i = 0; i < num_client_texture_units; i++) {
client_texture_units[i].pointer = 0;
client_texture_units[i].size = 4;
client_texture_units[i].status = GL_FALSE;
client_texture_units[i].stride = 0;
client_texture_units[i].type = GL_FLOAT;
client_texture_units[i].buffer = 0;
client_texture_units[i].reset_ptr = false;
client_texture_units[i].used_for_draw = false;
}
color_array_Buffer = 0;
color_array_Status = GL_FALSE;
color_array_size = 4;
color_array_type = GL_FLOAT;
color_array_stride = 0;
color_array_pointer = 0;
color_array_reset_ptr = false;
color_array_used_for_draw = false;
normal_array_Buffer = 0;
normal_array_Status = GL_FALSE;
normal_array_Type = GL_FLOAT;
normal_array_Stride = 0;
normal_array_Pointer = 0;
normal_array_reset_ptr = false;
normal_array_used_for_draw = false;
vertex_array_Buffer = 0;
vertex_array_Status = GL_FALSE;
vertex_array_Size = 4;
vertex_array_Type = GL_FLOAT;
vertex_array_Stride = 0;
vertex_array_Pointer = 0;
vertex_array_reset_ptr = false;
vertex_array_used_for_draw = false;
array_buffer = 0;
element_array_buffer = 0;
texture_array_buffer = 0;
uniform_buffer = 0;
}
void opengl_array_state::SetActiveClientUnit(GLuint id)
{
if ( id >= num_client_texture_units ) {
Int3();
id = 0;
}
if ( active_client_texture_unit == id ) {
return;
}
vglClientActiveTextureARB(GL_TEXTURE0_ARB + id);
active_client_texture_unit = id;
}
void opengl_array_state::EnableClientTexture()
{
client_texture_units[active_client_texture_unit].used_for_draw = true;
if ( client_texture_units[active_client_texture_unit].status == GL_TRUE ) {
return;
}
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
client_texture_units[active_client_texture_unit].status = GL_TRUE;
}
void opengl_array_state::DisableClientTexture()
{
if ( client_texture_units[active_client_texture_unit].status == GL_FALSE ) {
return;
}
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
client_texture_units[active_client_texture_unit].status = GL_FALSE;
}
void opengl_array_state::TexPointer(GLint size, GLenum type, GLsizei stride, GLvoid *pointer)
{
opengl_client_texture_unit *ct_unit = &client_texture_units[active_client_texture_unit];
if (
!ct_unit->reset_ptr
&& ct_unit->pointer == pointer
&& ct_unit->size == size
&& ct_unit->type == type
&& ct_unit->stride == stride
&& ct_unit->buffer == array_buffer
) {
return;
}
glTexCoordPointer(size, type, stride, pointer);
ct_unit->size = size;
ct_unit->type = type;
ct_unit->stride = stride;
ct_unit->pointer = pointer;
ct_unit->buffer = array_buffer;
ct_unit->reset_ptr = false;
}
void opengl_array_state::EnableClientColor()
{
color_array_used_for_draw = true;
if ( color_array_Status == GL_TRUE ) {
return;
}
glEnableClientState(GL_COLOR_ARRAY);
color_array_Status = GL_TRUE;
}
void opengl_array_state::DisableClientColor()
{
if ( color_array_Status == GL_FALSE ) {
return;
}
glDisableClientState(GL_COLOR_ARRAY);
color_array_Status = GL_FALSE;
}
void opengl_array_state::ColorPointer(GLint size, GLenum type, GLsizei stride, GLvoid *pointer)
{
if (
!color_array_reset_ptr
&& color_array_size == size
&& color_array_type == type
&& color_array_stride == stride
&& color_array_pointer == pointer
&& color_array_Buffer == array_buffer
) {
return;
}
glColorPointer(size, type, stride, pointer);
color_array_size = size;
color_array_type = type;
color_array_stride = stride;
color_array_pointer = pointer;
color_array_Buffer = array_buffer;
color_array_reset_ptr = false;
}
void opengl_array_state::EnableClientNormal()
{
normal_array_used_for_draw = true;
if ( normal_array_Status == GL_TRUE ) {
return;
}
glEnableClientState(GL_NORMAL_ARRAY);
normal_array_Status = GL_TRUE;
}
void opengl_array_state::DisableClientNormal()
{
if ( normal_array_Status == GL_FALSE ) {
return;
}
glDisableClientState(GL_NORMAL_ARRAY);
normal_array_Status = GL_FALSE;
}
void opengl_array_state::NormalPointer(GLenum type, GLsizei stride, GLvoid *pointer)
{
if (
!normal_array_reset_ptr
&& normal_array_Type == type
&& normal_array_Stride == stride
&& normal_array_Pointer == pointer
&& normal_array_Buffer == array_buffer
) {
return;
}
glNormalPointer(type, stride, pointer);
normal_array_Type = type;
normal_array_Stride = stride;
normal_array_Pointer = pointer;
normal_array_Buffer = array_buffer;
normal_array_reset_ptr = false;
}
void opengl_array_state::EnableClientVertex()
{
vertex_array_used_for_draw = true;
if ( vertex_array_Status == GL_TRUE ) {
return;
}
glEnableClientState(GL_VERTEX_ARRAY);
vertex_array_Status = GL_TRUE;
}
void opengl_array_state::DisableClientVertex()
{
if ( vertex_array_Status == GL_FALSE ) {
return;
}
glDisableClientState(GL_VERTEX_ARRAY);
vertex_array_Status = GL_FALSE;
}
void opengl_array_state::VertexPointer(GLint size, GLenum type, GLsizei stride, GLvoid *pointer)
{
if (
!vertex_array_reset_ptr
&& vertex_array_Size == size
&& vertex_array_Type == type
&& vertex_array_Stride == stride
&& vertex_array_Pointer == pointer
&& vertex_array_Buffer == array_buffer
) {
return;
}
glVertexPointer(size, type, stride, pointer);
vertex_array_Size = size;
vertex_array_Type = type;
vertex_array_Stride = stride;
vertex_array_Pointer = pointer;
vertex_array_Buffer = array_buffer;
vertex_array_reset_ptr = false;
}
void opengl_array_state::EnableVertexAttrib(GLuint index)
{
opengl_vertex_attrib_unit *va_unit = &vertex_attrib_units[index];
va_unit->used_for_draw = true;
if ( va_unit->status_init && va_unit->status == GL_TRUE ) {
return;
}
vglEnableVertexAttribArrayARB(index);
va_unit->status = GL_TRUE;
va_unit->status_init = true;
}
void opengl_array_state::DisableVertexAttrib(GLuint index)
{
opengl_vertex_attrib_unit *va_unit = &vertex_attrib_units[index];
if ( va_unit->status_init && va_unit->status == GL_FALSE ) {
return;
}
vglDisableVertexAttribArrayARB(index);
va_unit->status = GL_FALSE;
va_unit->status_init = true;
}
void opengl_array_state::VertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, GLvoid *pointer)
{
opengl_vertex_attrib_unit *va_unit = &vertex_attrib_units[index];
if (
!va_unit->reset_ptr
&& va_unit->ptr_init
&& va_unit->normalized == normalized
&& va_unit->pointer == pointer
&& va_unit->size == size
&& va_unit->stride == stride
&& va_unit->type == type
&& va_unit->buffer == array_buffer
) {
return;
}
vglVertexAttribPointerARB(index, size, type, normalized, stride, pointer);
va_unit->normalized = normalized;
va_unit->pointer = pointer;
va_unit->size = size;
va_unit->stride = stride;
va_unit->type = type;
va_unit->buffer = array_buffer;
va_unit->reset_ptr = false;
va_unit->ptr_init = true;
}
void opengl_array_state::BindPointersBegin()
{
// set all available client states to not used
vertex_array_used_for_draw = false;
color_array_used_for_draw = false;
normal_array_used_for_draw = false;
for (unsigned int i = 0; i < num_client_texture_units; i++) {
client_texture_units[i].used_for_draw = false;
}
SCP_map<GLuint, opengl_vertex_attrib_unit>::iterator it;
for (it = vertex_attrib_units.begin(); it != vertex_attrib_units.end(); ++it) {
it->second.used_for_draw = false;
}
}
void opengl_array_state::BindPointersEnd()
{
// any client states not used, disable them
if ( !vertex_array_used_for_draw ) DisableClientVertex();
if ( !color_array_used_for_draw ) DisableClientColor();
if ( !normal_array_used_for_draw ) DisableClientNormal();
for (unsigned int i = 0; i < num_client_texture_units; i++) {
if ( !client_texture_units[i].used_for_draw ) {
SetActiveClientUnit(i);
DisableClientTexture();
}
}
SCP_map<GLuint, opengl_vertex_attrib_unit>::iterator it;
for (it = vertex_attrib_units.begin(); it != vertex_attrib_units.end(); ++it) {
if ( !it->second.used_for_draw ) DisableVertexAttrib(it->first);
}
}
void opengl_array_state::BindArrayBuffer(GLuint id)
{
if ( array_buffer == id ) {
return;
}
vglBindBufferARB(GL_ARRAY_BUFFER_ARB, id);
array_buffer = id;
vertex_array_reset_ptr = true;
color_array_reset_ptr = true;
normal_array_reset_ptr = true;
for (unsigned int i = 0; i < num_client_texture_units; i++) {
client_texture_units[i].reset_ptr = true;
}
SCP_map<GLuint,opengl_vertex_attrib_unit>::iterator it;
for ( it = vertex_attrib_units.begin(); it != vertex_attrib_units.end(); ++it ) {
it->second.reset_ptr = true;
}
}
void opengl_array_state::BindElementBuffer(GLuint id)
{
if ( element_array_buffer == id ) {
return;
}
vglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, id);
element_array_buffer = id;
}
void opengl_array_state::BindTextureBuffer(GLuint id)
{
if ( !Is_Extension_Enabled(OGL_ARB_TEXTURE_BUFFER) ) {
return;
}
if ( texture_array_buffer == id ) {
return;
}
vglBindBufferARB(GL_TEXTURE_BUFFER_ARB, id);
texture_array_buffer = id;
}
void opengl_array_state::BindUniformBufferBindingIndex(GLuint id, GLuint index)
{
if ( !Is_Extension_Enabled(OGL_ARB_UNIFORM_BUFFER_OBJECT) ) {
return;
}
if ( uniform_buffer_index_bindings[index] == id ) {
return;
}
vglBindBufferBaseEXT(GL_UNIFORM_BUFFER, index, id);
uniform_buffer_index_bindings[index] = id;
}
void opengl_array_state::BindUniformBuffer(GLuint id)
{
if ( !Is_Extension_Enabled(OGL_ARB_UNIFORM_BUFFER_OBJECT) ) {
return;
}
if ( uniform_buffer == id ) {
return;
}
vglBindBufferARB(GL_UNIFORM_BUFFER, id);
uniform_buffer = id;
}
opengl_uniform_state::opengl_uniform_state()
{
}
int opengl_uniform_state::findUniform(const SCP_string &name)
{
SCP_map<SCP_string, int>::iterator iter;
iter = uniform_lookup.find(name);
if ( iter == uniform_lookup.end() ) {
return -1;
} else {
return iter->second;
}
}
void opengl_uniform_state::setUniformi(const SCP_string &name, const int val)
{
int uniform_index = findUniform(name);
bool resident = false;
if ( uniform_index >= 0) {
Assert( (size_t)uniform_index < uniforms.size() );
uniform_bind *bind_info = &uniforms[uniform_index];
if ( bind_info->type == uniform_bind::INT ) {
if ( uniform_data_ints[bind_info->index] == val ) {
return;
}
uniform_data_ints[bind_info->index] = val;
resident = true;
}
}
if ( !resident ) {
// uniform doesn't exist in our previous uniform block so queue this new value
uniform_data_ints.push_back(val);
uniform_bind new_bind;
new_bind.count = 1;
new_bind.index = uniform_data_ints.size() - 1;
new_bind.type = uniform_bind::INT;
new_bind.name = name;
uniforms.push_back(new_bind);
uniform_lookup[name] = uniforms.size()-1;
}
vglUniform1iARB(opengl_shader_get_uniform(name.c_str()), val);
}
void opengl_uniform_state::setUniformf(const SCP_string &name, const float val)
{
int uniform_index = findUniform(name);
bool resident = false;
if ( uniform_index >= 0) {
Assert( (size_t)uniform_index < uniforms.size() );
uniform_bind *bind_info = &uniforms[uniform_index];
if ( bind_info->type == uniform_bind::FLOAT ) {
if ( fl_equal(uniform_data_floats[bind_info->index], val) ) {
return;
}
uniform_data_floats[bind_info->index] = val;
resident = true;
}
}
if ( !resident ) {
// uniform doesn't exist in our previous uniform block so queue this new value
uniform_data_floats.push_back(val);
uniform_bind new_bind;
new_bind.count = 1;
new_bind.index = uniform_data_floats.size() - 1;
new_bind.type = uniform_bind::FLOAT;
new_bind.name = name;
uniforms.push_back(new_bind);
uniform_lookup[name] = uniforms.size()-1;
}
vglUniform1fARB(opengl_shader_get_uniform(name.c_str()), val);
}
void opengl_uniform_state::setUniform2f(const SCP_string &name, const float x, const float y)
{
vec2d temp;
temp.x = x;
temp.y = y;
setUniform2f(name, temp);
}
void opengl_uniform_state::setUniform2f(const SCP_string &name, const vec2d &val)
{
int uniform_index = findUniform(name);
bool resident = false;
if ( uniform_index >= 0 ) {
Assert( (size_t)uniform_index < uniforms.size() );
uniform_bind *bind_info = &uniforms[uniform_index];
if ( bind_info->type == uniform_bind::VEC2 ) {
if ( vm_vec_equal(uniform_data_vec2d[bind_info->index], val) ) {
return;
}
uniform_data_vec2d[bind_info->index] = val;
resident = true;
}
}
if ( !resident ) {
// uniform doesn't exist in our previous uniform block so queue this new value
uniform_data_vec2d.push_back(val);
uniform_bind new_bind;
new_bind.count = 1;
new_bind.index = uniform_data_vec2d.size() - 1;
new_bind.type = uniform_bind::VEC2;
new_bind.name = name;
uniforms.push_back(new_bind);
uniform_lookup[name] = uniforms.size()-1;
}
vglUniform2fARB(opengl_shader_get_uniform(name.c_str()), val.x, val.y);
}
void opengl_uniform_state::setUniform3f(const SCP_string &name, const float x, const float y, const float z)
{
vec3d temp;
temp.xyz.x = x;
temp.xyz.y = y;
temp.xyz.z = z;
setUniform3f(name, temp);
}
void opengl_uniform_state::setUniform3f(const SCP_string &name, const vec3d &val)
{
int uniform_index = findUniform(name);
bool resident = false;
if ( uniform_index >= 0 ) {
Assert( (size_t)uniform_index < uniforms.size() );
uniform_bind *bind_info = &uniforms[uniform_index];
if ( bind_info->type == uniform_bind::VEC3 ) {
if ( vm_vec_equal(uniform_data_vec3d[bind_info->index], val) ) {
return;
}
uniform_data_vec3d[bind_info->index] = val;
resident = true;
}
}
if ( !resident ) {
// uniform doesn't exist in our previous uniform block so queue this new value
uniform_data_vec3d.push_back(val);
uniform_bind new_bind;
new_bind.count = 1;
new_bind.index = uniform_data_vec3d.size() - 1;
new_bind.type = uniform_bind::VEC3;
new_bind.name = name;
uniforms.push_back(new_bind);
uniform_lookup[name] = uniforms.size()-1;
}
vglUniform3fARB(opengl_shader_get_uniform(name.c_str()), val.a1d[0], val.a1d[1], val.a1d[2]);
}
void opengl_uniform_state::setUniform4f(const SCP_string &name, const vec4 &val)
{
int uniform_index = findUniform(name);
bool resident = false;
if ( uniform_index >= 0 ) {
Assert( (size_t)uniform_index < uniforms.size() );
uniform_bind *bind_info = &uniforms[uniform_index];
if ( bind_info->type == uniform_bind::VEC4 ) {
if ( vm_vec_equal(uniform_data_vec4[bind_info->index], val) ) {
// if the values are close enough, pass.
return;
}
uniform_data_vec4[bind_info->index] = val;
resident = true;
}
}
if ( !resident ) {
// uniform doesn't exist in our previous uniform block so queue this new value
uniform_data_vec4.push_back(val);
uniform_bind new_bind;
new_bind.count = 1;
new_bind.index = uniform_data_vec4.size() - 1;
new_bind.type = uniform_bind::VEC4;
new_bind.name = name;
uniforms.push_back(new_bind);
uniform_lookup[name] = uniforms.size()-1;
}
vglUniform4fARB(opengl_shader_get_uniform(name.c_str()), val.a1d[0], val.a1d[1], val.a1d[2], val.a1d[3]);
}
void opengl_uniform_state::setUniformMatrix4f(const SCP_string &name, const matrix4 &val)
{
int uniform_index = findUniform(name);
bool resident = false;
if ( uniform_index >= 0) {
Assert( (size_t)uniform_index < uniforms.size() );
uniform_bind *bind_info = &uniforms[uniform_index];
if ( bind_info->type == uniform_bind::MATRIX4 && bind_info->count == 1 ) {
if ( vm_matrix_equal(uniform_data_matrix4[bind_info->index], val) ) {
return;
}
uniform_data_matrix4[bind_info->index] = val;
resident = true;
}
}
if ( !resident ) {
// uniform doesn't exist in our previous uniform block so queue this new value
//matrix_uniform_data[num_matrix_uniforms] = val;
//memcpy(&(matrix_uniform_data[num_matrix_uniforms]), &val, sizeof(matrix4));
uniform_data_matrix4.push_back(val);
// num_matrix_uniforms += 1;
uniform_bind new_bind;
new_bind.count = 1;
new_bind.index = uniform_data_matrix4.size() - 1;
// new_bind.index = num_matrix_uniforms - 1;
new_bind.type = uniform_bind::MATRIX4;
new_bind.name = name;
uniforms.push_back(new_bind);
uniform_lookup[name] = uniforms.size()-1;
}
vglUniformMatrix4fvARB(opengl_shader_get_uniform(name.c_str()), 1, GL_FALSE, (const GLfloat*)&val);
}
void opengl_uniform_state::setUniformMatrix4fv(const SCP_string &name, const int count, const matrix4 *val)
{
int uniform_index = findUniform(name);
bool resident = false;
if ( uniform_index >= 0) {
Assert( (size_t)uniform_index < uniforms.size() );
uniform_bind *bind_info = &uniforms[uniform_index];
if ( bind_info->type == uniform_bind::MATRIX4 && bind_info->count == count ) {
bool equal = true;
// if the values are close enough, pass.
for ( int i = 0; i < count; ++i ) {
if ( !vm_matrix_equal(val[i], uniform_data_matrix4[bind_info->index+i]) ) {
equal = false;
break;
}
}
if ( equal ) {
return;
}
resident = true;
for ( int i = 0; i < count; ++i ) {
uniform_data_matrix4[bind_info->index+i] = val[i];
}
}
}
if ( !resident ) {
// uniform doesn't exist in our previous uniform block so queue this new value
for ( int i = 0; i < count; ++i ) {
uniform_data_matrix4.push_back(val[i]);
}
uniform_bind new_bind;
new_bind.count = count;
new_bind.index = uniform_data_matrix4.size() - count;
// new_bind.index = num_matrix_uniforms - count;
new_bind.type = uniform_bind::MATRIX4;
new_bind.name = name;
uniforms.push_back(new_bind);
uniform_lookup[name] = uniforms.size()-1;
}
vglUniformMatrix4fvARB(opengl_shader_get_uniform(name.c_str()), count, GL_FALSE, (const GLfloat*)val);
}
void opengl_uniform_state::reset()
{
uniforms.clear();
uniform_data_ints.clear();
uniform_data_floats.clear();
uniform_data_vec2d.clear();
uniform_data_vec3d.clear();
uniform_data_vec4.clear();
uniform_data_matrix4.clear();
uniform_lookup.clear();
}
void gr_opengl_clear_states()
{
GL_state.Texture.DisableAll();
gr_zbias(0);
gr_zbuffer_set(ZBUFFER_TYPE_READ);
gr_set_cull(0);
gr_set_fill_mode(GR_FILL_MODE_SOLID);
gr_reset_lighting();
gr_set_lighting(false, false);
opengl_shader_set_current();
}
void opengl_setup_render_states(int &r, int &g, int &b, int &alpha, int &tmap_type, int flags, int is_scaler)
{
gr_texture_source texture_source = (gr_texture_source)(-1);
gr_alpha_blend alpha_blend = (gr_alpha_blend)(-1);
gr_zbuffer_type zbuffer_type = (gr_zbuffer_type)(-1);
if (gr_zbuffering) {
if ( is_scaler || (gr_screen.current_alphablend_mode == GR_ALPHABLEND_FILTER) ) {
zbuffer_type = ZBUFFER_TYPE_READ;
} else {
zbuffer_type = ZBUFFER_TYPE_FULL;
}
} else {
zbuffer_type = ZBUFFER_TYPE_NONE;
}
tmap_type = TCACHE_TYPE_NORMAL;
if (flags & TMAP_FLAG_TEXTURED) {
r = g = b = 255;
} else {
r = gr_screen.current_color.red;
g = gr_screen.current_color.green;
b = gr_screen.current_color.blue;
}
if (flags & TMAP_FLAG_BW_TEXTURE) {
r = gr_screen.current_color.red;
g = gr_screen.current_color.green;
b = gr_screen.current_color.blue;
}
if ( gr_screen.current_alphablend_mode == GR_ALPHABLEND_FILTER ) {
if ( (gr_screen.current_bitmap >= 0) && bm_has_alpha_channel(gr_screen.current_bitmap) ) {
tmap_type = TCACHE_TYPE_XPARENT;
alpha_blend = ALPHA_BLEND_ALPHA_BLEND_ALPHA;
// Blend with screen pixel using src*alpha+dst
float factor = gr_screen.current_alpha;
if (factor >= 1.0f) {
alpha = 255;
} else {
alpha = fl2i(gr_screen.current_alpha*255.0f);
}
} else {
tmap_type = TCACHE_TYPE_NORMAL;
alpha_blend = ALPHA_BLEND_ADDITIVE; // ALPHA_BLEND_ALPHA_ADDITIVE;
// Blend with screen pixel using src*alpha+dst
float factor = gr_screen.current_alpha;
alpha = 255;
if (factor < 1.0f) {
r = fl2i(r * gr_screen.current_alpha);
g = fl2i(g * gr_screen.current_alpha);
b = fl2i(b * gr_screen.current_alpha);
}
}
} else {
alpha_blend = ALPHA_BLEND_ALPHA_BLEND_ALPHA;
alpha = fl2i(gr_screen.current_alpha * 255.0f);
}
if (flags & TMAP_FLAG_TEXTURED) {
// use nonfiltered textures for interface graphics
if (flags & TMAP_FLAG_INTERFACE) {
tmap_type = TCACHE_TYPE_INTERFACE;
texture_source = TEXTURE_SOURCE_NO_FILTERING;
} else {
texture_source = TEXTURE_SOURCE_DECAL;
}
} else {
texture_source = TEXTURE_SOURCE_NONE;
}
GL_state.SetTextureSource(texture_source);
GL_state.SetAlphaBlendMode(alpha_blend);
GL_state.SetZbufferType(zbuffer_type);
}