mirror of
https://github.com/scp-fs2open/fs2open.github.com.git
synced 2026-11-09 17:52:08 -10:00
I've tested this through compiling and through hand checking. Normalises line endings in ALL files to \n.
810 lines
19 KiB
C++
810 lines
19 KiB
C++
/*
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* Copyright (C) Volition, Inc. 1999. All rights reserved.
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*
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* All source code herein is the property of Volition, Inc. You may not sell
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* or otherwise commercially exploit the source or things you created based on the
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* source.
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*
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*/
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#include "globalincs/pstypes.h"
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#include "graphics/gropengl.h"
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#include "graphics/gropenglstate.h"
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#include "graphics/gropengllight.h"
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#include <vector>
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extern GLfloat GL_max_anisotropy;
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opengl_state GL_state;
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opengl_texture_state::~opengl_texture_state()
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{
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if (units != NULL) {
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vm_free(units);
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}
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}
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void opengl_texture_state::init(GLint n_units)
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{
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Assert( n_units > 0 );
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units = (opengl_texture_unit*) vm_malloc(n_units * sizeof(opengl_texture_unit));
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num_texture_units = n_units;
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for (int i = 0; i < num_texture_units; i++) {
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units[i].active = GL_FALSE;
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units[i].enabled = GL_FALSE;
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default_values(i);
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}
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DisableAll();
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}
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void opengl_texture_state::default_values(GLint unit, GLenum target)
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{
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vglActiveTextureARB(GL_TEXTURE0 + unit);
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if (target == GL_INVALID_ENUM) {
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if (unit < GL_supported_texture_units) {
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glDisable(GL_TEXTURE_2D);
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glDisable(GL_TEXTURE_CUBE_MAP);
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glDisable(GL_TEXTURE_RECTANGLE_ARB);
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}
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glBindTexture(GL_TEXTURE_2D, 0);
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glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
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units[unit].texture_target = GL_TEXTURE_2D;
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units[unit].texture_id = 0;
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}
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if (unit < GL_supported_texture_units) {
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glDisable(GL_TEXTURE_GEN_S);
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glDisable(GL_TEXTURE_GEN_T);
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glDisable(GL_TEXTURE_GEN_R);
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glDisable(GL_TEXTURE_GEN_Q);
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}
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units[unit].texgen_S = GL_FALSE;
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units[unit].texgen_T = GL_FALSE;
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units[unit].texgen_R = GL_FALSE;
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units[unit].texgen_Q = GL_FALSE;
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if (unit < GL_supported_texture_units) {
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glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
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glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
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glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
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glTexGeni(GL_Q, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
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}
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units[unit].texgen_mode_S = GL_EYE_LINEAR;
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units[unit].texgen_mode_T = GL_EYE_LINEAR;
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units[unit].texgen_mode_R = GL_EYE_LINEAR;
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units[unit].texgen_mode_Q = GL_EYE_LINEAR;
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glTexParameteri((target == GL_INVALID_ENUM) ? GL_TEXTURE_2D : target, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri((target == GL_INVALID_ENUM) ? GL_TEXTURE_2D : target, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexParameteri((target == GL_INVALID_ENUM) ? GL_TEXTURE_2D : target, GL_TEXTURE_WRAP_R, GL_REPEAT);
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units[unit].wrap_S = GL_REPEAT;
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units[unit].wrap_T = GL_REPEAT;
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units[unit].wrap_R = GL_REPEAT;
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glTexParameteri((target == GL_INVALID_ENUM) ? GL_TEXTURE_2D : target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri((target == GL_INVALID_ENUM) ? GL_TEXTURE_2D : target, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_LINEAR);
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glTexParameteri((target == GL_INVALID_ENUM) ? GL_TEXTURE_2D : target, GL_TEXTURE_MAX_LEVEL, 1000);
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units[unit].mag_filter = GL_LINEAR;
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units[unit].min_filter = GL_NEAREST_MIPMAP_LINEAR;
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units[unit].max_level = 1000;
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if (unit < GL_supported_texture_units) {
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE);
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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_MODULATE);
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}
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units[unit].env_mode = GL_MODULATE;
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units[unit].env_combine_rgb = GL_MODULATE;
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units[unit].env_combine_alpha = GL_MODULATE;
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if (unit < GL_supported_texture_units) {
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glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE, 1.0f);
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glTexEnvf(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1.0f);
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}
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units[unit].rgb_scale = 1.0f;
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units[unit].alpha_scale = 1.0f;
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units[unit].aniso_filter = 1.0f;
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}
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GLboolean opengl_texture_state::TexgenS(GLint state)
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{
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GLboolean save_state = units[active_texture_unit].texgen_S;
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if ( !((state == -1) || (state == units[active_texture_unit].texgen_S)) ) {
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if (state) {
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Assert( state == GL_TRUE );
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glEnable(GL_TEXTURE_GEN_S);
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units[active_texture_unit].texgen_S = GL_TRUE;
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} else {
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glDisable(GL_TEXTURE_GEN_S);
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units[active_texture_unit].texgen_S = GL_FALSE;
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}
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}
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return save_state;
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}
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GLboolean opengl_texture_state::TexgenT(GLint state)
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{
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GLboolean save_state = units[active_texture_unit].texgen_T;
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if ( !((state == -1) || (state == units[active_texture_unit].texgen_T)) ) {
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if (state) {
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Assert( state == GL_TRUE );
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glEnable(GL_TEXTURE_GEN_T);
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units[active_texture_unit].texgen_T = GL_TRUE;
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} else {
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glDisable(GL_TEXTURE_GEN_T);
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units[active_texture_unit].texgen_T = GL_FALSE;
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}
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}
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return save_state;
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}
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GLboolean opengl_texture_state::TexgenR(GLint state)
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{
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GLboolean save_state = units[active_texture_unit].texgen_R;
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if ( !((state == -1) || (state == units[active_texture_unit].texgen_R)) ) {
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if (state) {
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Assert( state == GL_TRUE );
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glEnable(GL_TEXTURE_GEN_R);
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units[active_texture_unit].texgen_R = GL_TRUE;
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} else {
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glDisable(GL_TEXTURE_GEN_R);
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units[active_texture_unit].texgen_R = GL_FALSE;
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}
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}
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return save_state;
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}
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GLboolean opengl_texture_state::TexgenQ(GLint state)
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{
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GLboolean save_state = units[active_texture_unit].texgen_Q;
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if ( !((state == -1) || (state == units[active_texture_unit].texgen_Q)) ) {
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if (state) {
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Assert( state == GL_TRUE );
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glEnable(GL_TEXTURE_GEN_Q);
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units[active_texture_unit].texgen_Q = GL_TRUE;
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} else {
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glDisable(GL_TEXTURE_GEN_Q);
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units[active_texture_unit].texgen_Q = GL_FALSE;
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}
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}
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return save_state;
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}
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void opengl_texture_state::SetTarget(GLenum tex_target)
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{
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if (units[active_texture_unit].texture_target != tex_target) {
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Disable();
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if (units[active_texture_unit].texture_id) {
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glBindTexture(units[active_texture_unit].texture_target, 0);
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units[active_texture_unit].texture_id = 0;
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}
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// reset modes, since those were only valid for the previous texture target
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default_values(active_texture_unit, tex_target);
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units[active_texture_unit].texture_target = tex_target;
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}
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}
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void opengl_texture_state::SetActiveUnit(GLuint id)
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{
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if (id >= (uint)num_texture_units) {
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Int3();
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id = 0;
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}
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vglActiveTextureARB(GL_TEXTURE0 + id);
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active_texture_unit = id;
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}
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void opengl_texture_state::Enable(GLuint tex_id)
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{
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if ( units[active_texture_unit].active && (units[active_texture_unit].texture_id == tex_id) ) {
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return;
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}
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if ( !shader_mode && (active_texture_unit < (uint)GL_supported_texture_units) ) {
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glEnable( units[active_texture_unit].texture_target );
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units[active_texture_unit].enabled = GL_TRUE;
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}
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if (units[active_texture_unit].texture_id != tex_id) {
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glBindTexture(units[active_texture_unit].texture_target, tex_id);
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units[active_texture_unit].texture_id = tex_id;
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}
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units[active_texture_unit].active = GL_TRUE;
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}
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void opengl_texture_state::Disable(bool force)
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{
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if ( !force && !units[active_texture_unit].active ) {
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return;
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}
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if (force || units[active_texture_unit].enabled) {
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glDisable( units[active_texture_unit].texture_target );
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units[active_texture_unit].enabled = GL_FALSE;
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}
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units[active_texture_unit].active = GL_FALSE;
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}
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void opengl_texture_state::DisableAll()
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{
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for (int i = 0; i < num_texture_units; i++) {
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if (units[i].active) {
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SetActiveUnit(i);
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Disable(true);
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}
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}
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SetActiveUnit();
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Current_texture_source = TEXTURE_SOURCE_NONE;
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}
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void opengl_texture_state::Delete(GLuint tex_id)
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{
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if (tex_id == 0) {
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Int3();
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return;
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}
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GLuint atu_save = active_texture_unit;
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for (int i = 0; i < num_texture_units; i++) {
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if (units[i].texture_id == tex_id) {
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SetActiveUnit(i);
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Disable();
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glBindTexture(units[i].texture_target, 0);
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units[i].texture_id = 0;
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default_values(i, units[i].texture_target);
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if (i == atu_save) {
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atu_save = 0;
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}
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}
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}
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SetActiveUnit(atu_save);
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}
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GLfloat opengl_texture_state::AnisoFilter(GLfloat aniso)
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{
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GLfloat rval = units[active_texture_unit].aniso_filter;
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if ( (aniso > 0.0f) /*&& (aniso != rval)*/ ) {
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if ( Is_Extension_Enabled(OGL_EXT_TEXTURE_FILTER_ANISOTROPIC) ) {
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units[active_texture_unit].aniso_filter = aniso;
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CLAMP(units[active_texture_unit].aniso_filter, 1.0f, GL_max_anisotropy);
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glTexParameterf(units[active_texture_unit].texture_target, GL_TEXTURE_MAX_ANISOTROPY_EXT, units[active_texture_unit].aniso_filter);
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}
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if ( Is_Extension_Enabled(OGL_EXT_TEXTURE_LOD_BIAS) ) {
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if (units[active_texture_unit].aniso_filter > 1.0f) {
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glTexEnvf(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, 0.0f);
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} else {
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glTexEnvf(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, -0.75f);
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}
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}
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}
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return rval;
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}
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opengl_state::~opengl_state()
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{
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if (light_Status != NULL) {
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vm_free(light_Status);
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}
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}
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void opengl_state::init()
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{
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int i;
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glDisable(GL_FOG);
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fog_Status = GL_FALSE;
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glDisable(GL_BLEND);
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blend_Status = GL_FALSE;
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glDisable(GL_ALPHA_TEST);
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alphatest_Status = GL_FALSE;
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glDisable(GL_DEPTH_TEST);
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depthtest_Status = GL_FALSE;
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glDisable(GL_SCISSOR_TEST);
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scissortest_Status = GL_FALSE;
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glDisable(GL_CULL_FACE);
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cullface_Status = GL_FALSE;
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glDisable(GL_POLYGON_OFFSET_FILL);
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polygonoffsetfill_Status = GL_FALSE;
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glDisable(GL_NORMALIZE);
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normalize_Status = GL_FALSE;
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for (i = 0; i < (int)(sizeof(clipplane_Status) / sizeof(GLboolean)); i++) {
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glDisable(GL_CLIP_PLANE0+i);
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clipplane_Status[i] = GL_FALSE;
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}
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Assert( GL_max_lights > 0 );
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light_Status = (GLboolean*) vm_malloc(GL_max_lights * sizeof(GLboolean));
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for (i = 0; i < GL_max_lights; i++) {
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glDisable(GL_LIGHT0+i);
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light_Status[i] = GL_FALSE;
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}
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glDepthMask(GL_FALSE);
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depthmask_Status = GL_FALSE;
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glDisable(GL_LIGHTING);
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lighting_Status = GL_FALSE;
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glFrontFace(GL_CCW);
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frontface_Value = GL_CCW;
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glCullFace(GL_BACK);
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cullface_Value = GL_BACK;
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glBlendFunc(GL_ONE, GL_ZERO);
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blendfunc_Value[0] = GL_ONE;
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blendfunc_Value[1] = GL_ZERO;
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glDepthFunc(GL_LESS);
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depthfunc_Value = GL_LESS;
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Current_alpha_blend_mode = ALPHA_BLEND_NONE;
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Current_zbuffer_type = ZBUFFER_TYPE_READ;
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}
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GLboolean opengl_state::Lighting(GLint state)
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{
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GLboolean save_state = lighting_Status;
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if ( !((state == -1) || (state == lighting_Status)) ) {
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if (state) {
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Assert( state == GL_TRUE );
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glEnable(GL_LIGHTING);
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lighting_Status = GL_TRUE;
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} else {
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glDisable(GL_LIGHTING);
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lighting_Status = GL_FALSE;
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}
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}
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return save_state;
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}
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GLboolean opengl_state::Fog(GLint state)
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{
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GLboolean save_state = fog_Status;
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if ( !((state == -1) || (state == fog_Status)) ) {
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if (state) {
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Assert( state == GL_TRUE );
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glEnable(GL_FOG);
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fog_Status = GL_TRUE;
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} else {
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glDisable(GL_FOG);
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fog_Status = GL_FALSE;
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}
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}
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return save_state;
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}
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GLboolean opengl_state::Blend(GLint state)
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{
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GLboolean save_state = blend_Status;
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if ( !((state == -1) || (state == blend_Status)) ) {
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if (state) {
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Assert( state == GL_TRUE );
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glEnable(GL_BLEND);
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blend_Status = GL_TRUE;
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} else {
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glDisable(GL_BLEND);
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blend_Status = GL_FALSE;
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}
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Current_alpha_blend_mode = (gr_alpha_blend)(-1);
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}
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return save_state;
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}
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GLboolean opengl_state::AlphaTest(GLint state)
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{
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GLboolean save_state = alphatest_Status;
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if ( !((state == -1) || (state == alphatest_Status)) ) {
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if (state) {
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Assert( state == GL_TRUE );
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glEnable(GL_ALPHA_TEST);
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alphatest_Status = GL_TRUE;
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} else {
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glDisable(GL_ALPHA_TEST);
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alphatest_Status = GL_FALSE;
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}
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}
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return save_state;
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}
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GLboolean opengl_state::DepthTest(GLint state)
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{
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GLboolean save_state = depthtest_Status;
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if ( !((state == -1) || (state == depthtest_Status)) ) {
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if (state) {
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Assert( state == GL_TRUE );
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glEnable(GL_DEPTH_TEST);
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depthtest_Status = GL_TRUE;
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} else {
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glDisable(GL_DEPTH_TEST);
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depthtest_Status = GL_FALSE;
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}
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}
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return save_state;
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}
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GLboolean opengl_state::ScissorTest(GLint state)
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{
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GLboolean save_state = scissortest_Status;
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if ( !((state == -1) || (state == scissortest_Status)) ) {
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if (state) {
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Assert( state == GL_TRUE );
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glEnable(GL_SCISSOR_TEST);
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scissortest_Status = GL_TRUE;
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} else {
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glDisable(GL_SCISSOR_TEST);
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scissortest_Status = GL_FALSE;
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}
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}
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return save_state;
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}
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GLboolean opengl_state::CullFace(GLint state)
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{
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GLboolean save_state = cullface_Status;
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if ( !((state == -1) || (state == cullface_Status)) ) {
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if (state) {
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Assert( state == GL_TRUE );
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glEnable(GL_CULL_FACE);
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cullface_Status = GL_TRUE;
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} else {
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glDisable(GL_CULL_FACE);
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cullface_Status = GL_FALSE;
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|
}
|
|
}
|
|
|
|
return save_state;
|
|
}
|
|
|
|
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::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;
|
|
}
|
|
|
|
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.SetMinFilter(GL_LINEAR);
|
|
GL_state.Texture.SetMagFilter(GL_LINEAR);
|
|
GL_state.Texture.SetEnvMode(GL_MODULATE);
|
|
break;
|
|
|
|
case TEXTURE_SOURCE_NO_FILTERING:
|
|
GL_state.Texture.SetActiveUnit();
|
|
GL_state.Texture.SetMinFilter(GL_NEAREST);
|
|
GL_state.Texture.SetMagFilter(GL_LINEAR);
|
|
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;
|
|
|
|
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_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);
|
|
}
|