netradiant-custom/radiant/renderstate.cpp
2024-02-03 17:17:51 +06:00

2168 lines
67 KiB
C++

/*
Copyright (C) 2001-2006, William Joseph.
All Rights Reserved.
This file is part of GtkRadiant.
GtkRadiant is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
GtkRadiant is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with GtkRadiant; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*/
#include "renderstate.h"
#include "debugging/debugging.h"
#include "ishaders.h"
#include "irender.h"
#include "itextures.h"
#include "igl.h"
#include "iglrender.h"
#include "renderable.h"
#include "qerplugin.h"
#include <set>
#include <vector>
#include <list>
#include <map>
#include "math/matrix.h"
#include "math/aabb.h"
#include "generic/callback.h"
#include "texturelib.h"
#include "string/string.h"
#include "container/hashfunc.h"
#include "container/cache.h"
#include "generic/reference.h"
#include "moduleobservers.h"
#include "stream/filestream.h"
#include "stream/stringstream.h"
#include "os/file.h"
#include "preferences.h"
#include "xywindow.h"
#include "camwindow.h"
#define DEBUG_RENDER 0
inline void debug_string( const char* string ){
#if (DEBUG_RENDER)
globalOutputStream() << string << '\n';
#endif
}
inline void debug_int( const char* comment, int i ){
#if (DEBUG_RENDER)
globalOutputStream() << comment << ' ' << i << '\n';
#endif
}
inline void debug_colour( const char* comment ){
#if ( DEBUG_RENDER )
Vector4 v;
gl().glGetFloatv( GL_CURRENT_COLOR, reinterpret_cast<float*>( &v ) );
globalOutputStream() << comment << " colour: "
<< v[0] << ' '
<< v[1] << ' '
<< v[2] << ' '
<< v[3];
if ( gl().glIsEnabled( GL_COLOR_ARRAY ) ) {
globalOutputStream() << " ARRAY";
}
if ( gl().glIsEnabled( GL_COLOR_MATERIAL ) ) {
globalOutputStream() << " MATERIAL";
}
globalOutputStream() << '\n';
#endif
}
#include "timer.h"
StringOutputStream g_renderer_stats;
std::size_t g_count_prims;
std::size_t g_count_states;
std::size_t g_count_transforms;
Timer g_timer;
inline void count_prim(){
++g_count_prims;
}
inline void count_state(){
++g_count_states;
}
inline void count_transform(){
++g_count_transforms;
}
void Renderer_ResetStats(){
g_count_prims = 0;
g_count_states = 0;
g_count_transforms = 0;
g_timer.start();
}
const char* Renderer_GetStats( int frame2frame ){
return g_renderer_stats(
"prims: ", g_count_prims,
" | states: ", g_count_states,
" | transforms: ", g_count_transforms,
" | msec: ", g_timer.elapsed_msec(),
" | f2f: ", frame2frame
);
}
void printShaderLog( GLuint shader ){
GLint log_length = 0;
gl().glGetShaderiv( shader, GL_INFO_LOG_LENGTH, &log_length );
Array<char> log( log_length );
gl().glGetShaderInfoLog( shader, log_length, &log_length, log.data() );
globalErrorStream() << StringRange( log.begin(), log_length ) << '\n';
}
void printProgramLog( GLuint program ){
GLint log_length = 0;
gl().glGetProgramiv( program, GL_INFO_LOG_LENGTH, &log_length );
Array<char> log( log_length );
gl().glGetProgramInfoLog( program, log_length, &log_length, log.data() );
globalErrorStream() << StringRange( log.begin(), log_length ) << '\n';
}
void createShader( GLuint program, const char* filename, GLenum type ){
GLuint shader = gl().glCreateShader( type );
GlobalOpenGL_debugAssertNoErrors();
// load shader
{
std::size_t size = file_size( filename );
FileInputStream file( filename );
ASSERT_MESSAGE( !file.failed(), "failed to open " << makeQuoted( filename ) );
Array<GLchar> buffer( size );
size = file.read( reinterpret_cast<StreamBase::byte_type*>( buffer.data() ), size );
const GLchar* string = buffer.data();
GLint length = GLint( size );
gl().glShaderSource( shader, 1, &string, &length );
}
// compile shader
{
gl().glCompileShader( shader );
GLint compiled = 0;
gl().glGetShaderiv( shader, GL_COMPILE_STATUS, &compiled );
if ( !compiled ) {
printShaderLog( shader );
}
ASSERT_MESSAGE( compiled, "shader compile failed: " << makeQuoted( filename ) );
}
// attach shader
gl().glAttachShader( program, shader );
gl().glDeleteShader( shader );
GlobalOpenGL_debugAssertNoErrors();
}
void GLSLProgram_link( GLuint program ){
gl().glLinkProgram( program );
GLint linked = false;
gl().glGetProgramiv( program, GL_LINK_STATUS, &linked );
if ( !linked ) {
printProgramLog( program );
}
ASSERT_MESSAGE( linked, "program link failed" );
}
void GLSLProgram_validate( GLuint program ){
gl().glValidateProgram( program );
GLint validated = false;
gl().glGetProgramiv( program, GL_VALIDATE_STATUS, &validated );
if ( !validated ) {
printProgramLog( program );
}
ASSERT_MESSAGE( validated, "program validation failed" );
}
bool g_bumpGLSLPass_enabled = false;
bool g_depthfillPass_enabled = false;
class GLSLBumpProgram : public GLProgram
{
public:
GLuint m_program;
qtexture_t* m_light_attenuation_xy;
qtexture_t* m_light_attenuation_z;
GLint u_view_origin;
GLint u_light_origin;
GLint u_light_color;
GLint u_bump_scale;
GLint u_specular_exponent;
GLSLBumpProgram() : m_program( 0 ), m_light_attenuation_xy( 0 ), m_light_attenuation_z( 0 ){
}
void create(){
// create program
m_program = gl().glCreateProgram();
// create shader
{
StringOutputStream filename( 256 );
createShader( m_program, filename( GlobalRadiant().getAppPath(), "gl/lighting_DBS_omni_vp.glsl" ), GL_VERTEX_SHADER );
createShader( m_program, filename( GlobalRadiant().getAppPath(), "gl/lighting_DBS_omni_fp.glsl" ), GL_FRAGMENT_SHADER );
}
GLSLProgram_link( m_program );
GLSLProgram_validate( m_program );
gl().glUseProgram( m_program );
gl().glBindAttribLocation( m_program, c_attr_TexCoord0, "attr_TexCoord0" );
gl().glBindAttribLocation( m_program, c_attr_Tangent, "attr_Tangent" );
gl().glBindAttribLocation( m_program, c_attr_Binormal, "attr_Binormal" );
gl().glUniform1i( gl().glGetUniformLocation( m_program, "u_diffusemap" ), 0 );
gl().glUniform1i( gl().glGetUniformLocation( m_program, "u_bumpmap" ), 1 );
gl().glUniform1i( gl().glGetUniformLocation( m_program, "u_specularmap" ), 2 );
gl().glUniform1i( gl().glGetUniformLocation( m_program, "u_attenuationmap_xy" ), 3 );
gl().glUniform1i( gl().glGetUniformLocation( m_program, "u_attenuationmap_z" ), 4 );
u_view_origin = gl().glGetUniformLocation( m_program, "u_view_origin" );
u_light_origin = gl().glGetUniformLocation( m_program, "u_light_origin" );
u_light_color = gl().glGetUniformLocation( m_program, "u_light_color" );
u_bump_scale = gl().glGetUniformLocation( m_program, "u_bump_scale" );
u_specular_exponent = gl().glGetUniformLocation( m_program, "u_specular_exponent" );
gl().glUseProgram( 0 );
GlobalOpenGL_debugAssertNoErrors();
}
void destroy(){
gl().glDeleteProgram( m_program );
m_program = 0;
}
void enable(){
gl().glUseProgram( m_program );
gl().glEnableVertexAttribArray( c_attr_TexCoord0 );
gl().glEnableVertexAttribArray( c_attr_Tangent );
gl().glEnableVertexAttribArray( c_attr_Binormal );
GlobalOpenGL_debugAssertNoErrors();
debug_string( "enable bump" );
g_bumpGLSLPass_enabled = true;
}
void disable(){
gl().glUseProgram( 0 );
gl().glDisableVertexAttribArray( c_attr_TexCoord0 );
gl().glDisableVertexAttribArray( c_attr_Tangent );
gl().glDisableVertexAttribArray( c_attr_Binormal );
GlobalOpenGL_debugAssertNoErrors();
debug_string( "disable bump" );
g_bumpGLSLPass_enabled = false;
}
void setParameters( const Vector3& viewer, const Matrix4& localToWorld, const Vector3& origin, const Vector3& colour, const Matrix4& world2light ){
Matrix4 world2local( localToWorld );
matrix4_affine_invert( world2local );
Vector3 localLight( origin );
matrix4_transform_point( world2local, localLight );
Vector3 localViewer( viewer );
matrix4_transform_point( world2local, localViewer );
Matrix4 local2light( world2light );
matrix4_multiply_by_matrix4( local2light, localToWorld ); // local->world->light
gl().glUniform3f( u_view_origin, localViewer.x(), localViewer.y(), localViewer.z() );
gl().glUniform3f( u_light_origin, localLight.x(), localLight.y(), localLight.z() );
gl().glUniform3f( u_light_color, colour.x(), colour.y(), colour.z() );
gl().glUniform1f( u_bump_scale, 1.0 );
gl().glUniform1f( u_specular_exponent, 32.0 );
gl().glActiveTexture( GL_TEXTURE3 );
gl().glClientActiveTexture( GL_TEXTURE3 );
gl().glMatrixMode( GL_TEXTURE );
gl().glLoadMatrixf( reinterpret_cast<const float*>( &local2light ) );
gl().glMatrixMode( GL_MODELVIEW );
GlobalOpenGL_debugAssertNoErrors();
}
};
GLSLBumpProgram g_bumpGLSL;
class GLSLDepthFillProgram : public GLProgram
{
public:
GLuint m_program;
void create(){
// create program
m_program = gl().glCreateProgram();
// create shader
{
StringOutputStream filename( 256 );
createShader( m_program, filename( GlobalRadiant().getAppPath(), "gl/zfill_vp.glsl" ), GL_VERTEX_SHADER );
createShader( m_program, filename( GlobalRadiant().getAppPath(), "gl/zfill_fp.glsl" ), GL_FRAGMENT_SHADER );
}
GLSLProgram_link( m_program );
GLSLProgram_validate( m_program );
GlobalOpenGL_debugAssertNoErrors();
}
void destroy(){
gl().glDeleteProgram( m_program );
m_program = 0;
}
void enable(){
gl().glUseProgram( m_program );
GlobalOpenGL_debugAssertNoErrors();
debug_string( "enable depthfill" );
g_depthfillPass_enabled = true;
}
void disable(){
gl().glUseProgram( 0 );
GlobalOpenGL_debugAssertNoErrors();
debug_string( "disable depthfill" );
g_depthfillPass_enabled = false;
}
void setParameters( const Vector3& viewer, const Matrix4& localToWorld, const Vector3& origin, const Vector3& colour, const Matrix4& world2light ){
}
};
GLSLDepthFillProgram g_depthFillGLSL;
class GLSLSkyboxProgram : public GLProgram
{
public:
GLuint m_program;
GLint u_view_origin;
GLSLSkyboxProgram() : m_program( 0 ){
}
void create(){
// create program
m_program = gl().glCreateProgram();
// create shader
{
StringOutputStream filename( 256 );
createShader( m_program, filename( GlobalRadiant().getAppPath(), "gl/skybox_vp.glsl" ), GL_VERTEX_SHADER );
createShader( m_program, filename( GlobalRadiant().getAppPath(), "gl/skybox_fp.glsl" ), GL_FRAGMENT_SHADER );
}
GLSLProgram_link( m_program );
GLSLProgram_validate( m_program );
gl().glUseProgram( m_program );
u_view_origin = gl().glGetUniformLocation( m_program, "u_view_origin" );
gl().glUseProgram( 0 );
GlobalOpenGL_debugAssertNoErrors();
}
void destroy(){
gl().glDeleteProgram( m_program );
m_program = 0;
}
void enable(){
gl().glUseProgram( m_program );
GlobalOpenGL_debugAssertNoErrors();
debug_string( "enable skybox" );
}
void disable(){
gl().glUseProgram( 0 );
GlobalOpenGL_debugAssertNoErrors();
debug_string( "disable skybox" );
}
void setParameters( const Vector3& viewer, const Matrix4& localToWorld, const Vector3& origin, const Vector3& colour, const Matrix4& world2light ){
gl().glUniform3f( u_view_origin, viewer.x(), viewer.y(), viewer.z() );
GlobalOpenGL_debugAssertNoErrors();
}
};
GLSLSkyboxProgram g_skyboxGLSL;
bool g_vertexArray_enabled = false;
bool g_normalArray_enabled = false;
bool g_texcoordArray_enabled = false;
bool g_colorArray_enabled = false;
inline bool OpenGLState_less( const OpenGLState& self, const OpenGLState& other ){
//! Sort by sort-order override.
if ( self.m_sort != other.m_sort ) {
return self.m_sort < other.m_sort;
}
//! Sort by texture handle.
if ( self.m_texture != other.m_texture ) {
return self.m_texture < other.m_texture;
}
if ( self.m_texture1 != other.m_texture1 ) {
return self.m_texture1 < other.m_texture1;
}
if ( self.m_texture2 != other.m_texture2 ) {
return self.m_texture2 < other.m_texture2;
}
if ( self.m_texture3 != other.m_texture3 ) {
return self.m_texture3 < other.m_texture3;
}
if ( self.m_texture4 != other.m_texture4 ) {
return self.m_texture4 < other.m_texture4;
}
if ( self.m_texture5 != other.m_texture5 ) {
return self.m_texture5 < other.m_texture5;
}
if ( self.m_texture6 != other.m_texture6 ) {
return self.m_texture6 < other.m_texture6;
}
if ( self.m_texture7 != other.m_texture7 ) {
return self.m_texture7 < other.m_texture7;
}
if ( self.m_textureSkyBox != other.m_textureSkyBox ) {
return self.m_textureSkyBox < other.m_textureSkyBox;
}
//! Sort by state bit-vector.
if ( self.m_state != other.m_state ) {
return self.m_state < other.m_state;
}
//! Comparing address makes sure states are never equal.
return &self < &other;
}
void OpenGLState_constructDefault( OpenGLState& state ){
state.m_state = RENDER_DEFAULT;
state.m_texture = 0;
state.m_texture1 = 0;
state.m_texture2 = 0;
state.m_texture3 = 0;
state.m_texture4 = 0;
state.m_texture5 = 0;
state.m_texture6 = 0;
state.m_texture7 = 0;
state.m_textureSkyBox = 0;
state.m_colour[0] = 1;
state.m_colour[1] = 1;
state.m_colour[2] = 1;
state.m_colour[3] = 1;
state.m_depthfunc = GL_LESS;
state.m_blend_src = GL_SRC_ALPHA;
state.m_blend_dst = GL_ONE_MINUS_SRC_ALPHA;
state.m_alphafunc = GL_ALWAYS;
state.m_alpharef = 0;
state.m_linewidth = 1;
state.m_pointsize = 1;
state.m_linestipple_factor = 1;
state.m_linestipple_pattern = 0xaaaa;
state.m_fog = OpenGLFogState();
}
/// \brief A container of Renderable references.
/// May contain the same Renderable multiple times, with different transforms.
class OpenGLStateBucket
{
public:
struct RenderTransform
{
const Matrix4* m_transform;
const OpenGLRenderable *m_renderable;
const RendererLight* m_light;
RenderTransform( const OpenGLRenderable& renderable, const Matrix4& transform, const RendererLight* light )
: m_transform( &transform ), m_renderable( &renderable ), m_light( light ){
}
};
typedef std::vector<RenderTransform> Renderables;
private:
OpenGLState m_state;
Renderables m_renderables;
public:
OpenGLStateBucket(){
}
void addRenderable( const OpenGLRenderable& renderable, const Matrix4& modelview, const RendererLight* light = 0 ){
m_renderables.push_back( RenderTransform( renderable, modelview, light ) );
}
OpenGLState& state(){
return m_state;
}
void render( OpenGLState& current, unsigned int globalstate, const Vector3& viewer );
};
#define LIGHT_SHADER_DEBUG 0
#if LIGHT_SHADER_DEBUG
typedef std::vector<Shader*> LightDebugShaders;
LightDebugShaders g_lightDebugShaders;
#endif
class OpenGLStateLess
{
public:
bool operator()( const OpenGLState& self, const OpenGLState& other ) const {
return OpenGLState_less( self, other );
}
};
typedef ConstReference<OpenGLState> OpenGLStateReference;
typedef std::map<OpenGLStateReference, OpenGLStateBucket*, OpenGLStateLess> OpenGLStates;
OpenGLStates g_state_sorted;
class OpenGLStateBucketAdd
{
OpenGLStateBucket& m_bucket;
const OpenGLRenderable& m_renderable;
const Matrix4& m_modelview;
public:
typedef const RendererLight& first_argument_type;
OpenGLStateBucketAdd( OpenGLStateBucket& bucket, const OpenGLRenderable& renderable, const Matrix4& modelview ) :
m_bucket( bucket ), m_renderable( renderable ), m_modelview( modelview ){
}
void operator()( const RendererLight& light ){
m_bucket.addRenderable( m_renderable, m_modelview, &light );
}
};
class CountLights
{
std::size_t m_count;
public:
typedef const RendererLight& first_argument_type;
CountLights() : m_count( 0 ){
}
void operator()( const RendererLight& light ){
++m_count;
}
std::size_t count() const {
return m_count;
}
};
class OpenGLShader final : public Shader
{
typedef std::list<OpenGLStateBucket*> Passes;
Passes m_passes;
IShader* m_shader;
std::size_t m_used;
ModuleObservers m_observers;
public:
OpenGLShader() : m_shader( 0 ), m_used( 0 ){
}
~OpenGLShader(){
}
void construct( const char* name );
void destroy(){
if ( m_shader ) {
m_shader->DecRef();
}
m_shader = 0;
for ( Passes::iterator i = m_passes.begin(); i != m_passes.end(); ++i )
{
delete *i;
}
m_passes.clear();
}
void addRenderable( const OpenGLRenderable& renderable, const Matrix4& modelview, const LightList* lights ){
for ( Passes::iterator i = m_passes.begin(); i != m_passes.end(); ++i )
{
#if LIGHT_SHADER_DEBUG
if ( ( ( *i )->state().m_state & RENDER_BUMP ) != 0 ) {
if ( lights != 0 ) {
CountLights counter;
lights->forEachLight( makeCallback1( counter ) );
globalOutputStream() << "count = " << counter.count() << '\n';
for ( std::size_t i = 0; i < counter.count(); ++i )
{
g_lightDebugShaders[counter.count()]->addRenderable( renderable, modelview );
}
}
}
else
#else
if ( ( ( *i )->state().m_state & RENDER_BUMP ) != 0 ) {
if ( lights != 0 ) {
OpenGLStateBucketAdd add( *( *i ), renderable, modelview );
lights->forEachLight( makeCallback1( add ) );
}
}
else
#endif
{
( *i )->addRenderable( renderable, modelview );
}
}
}
void incrementUsed(){
if ( ++m_used == 1 && m_shader != 0 ) {
m_shader->SetInUse( true );
}
}
void decrementUsed(){
if ( --m_used == 0 && m_shader != 0 ) {
m_shader->SetInUse( false );
}
}
bool realised() const {
return m_shader != 0;
}
void attach( ModuleObserver& observer ){
if ( realised() ) {
observer.realise();
}
m_observers.attach( observer );
}
void detach( ModuleObserver& observer ){
if ( realised() ) {
observer.unrealise();
}
m_observers.detach( observer );
}
void realise( const CopiedString& name ){
construct( name.c_str() );
if ( m_used != 0 && m_shader != 0 ) {
m_shader->SetInUse( true );
}
for ( Passes::iterator i = m_passes.begin(); i != m_passes.end(); ++i )
{
g_state_sorted.insert( OpenGLStates::value_type( OpenGLStateReference( ( *i )->state() ), *i ) );
}
m_observers.realise();
}
void unrealise(){
m_observers.unrealise();
for ( Passes::iterator i = m_passes.begin(); i != m_passes.end(); ++i )
{
g_state_sorted.erase( OpenGLStateReference( ( *i )->state() ) );
}
destroy();
}
qtexture_t& getTexture() const {
ASSERT_NOTNULL( m_shader );
return *m_shader->getTexture();
}
unsigned int getFlags() const {
ASSERT_NOTNULL( m_shader );
return m_shader->getFlags();
}
IShader& getShader() const {
ASSERT_NOTNULL( m_shader );
return *m_shader;
}
OpenGLState& appendDefaultPass(){
m_passes.push_back( new OpenGLStateBucket );
OpenGLState& state = m_passes.back()->state();
OpenGLState_constructDefault( state );
return state;
}
};
inline bool lightEnabled( const RendererLight& light, const LightCullable& cullable ){
return cullable.testLight( light );
}
typedef std::set<RendererLight*> RendererLights;
#define DEBUG_LIGHT_SYNC 0
class LinearLightList : public LightList
{
LightCullable& m_cullable;
RendererLights& m_allLights;
Callback m_evaluateChanged;
typedef std::list<RendererLight*> Lights;
mutable Lights m_lights;
mutable bool m_lightsChanged;
public:
LinearLightList( LightCullable& cullable, RendererLights& lights, const Callback& evaluateChanged ) :
m_cullable( cullable ), m_allLights( lights ), m_evaluateChanged( evaluateChanged ){
m_lightsChanged = true;
}
void evaluateLights() const {
m_evaluateChanged();
if ( m_lightsChanged ) {
m_lightsChanged = false;
m_lights.clear();
m_cullable.clearLights();
for ( RendererLights::const_iterator i = m_allLights.begin(); i != m_allLights.end(); ++i )
{
if ( lightEnabled( *( *i ), m_cullable ) ) {
m_lights.push_back( *i );
m_cullable.insertLight( *( *i ) );
}
}
}
#if ( DEBUG_LIGHT_SYNC )
else
{
Lights lights;
for ( RendererLights::const_iterator i = m_allLights.begin(); i != m_allLights.end(); ++i )
{
if ( lightEnabled( *( *i ), m_cullable ) ) {
lights.push_back( *i );
}
}
ASSERT_MESSAGE(
!std::lexicographical_compare( lights.begin(), lights.end(), m_lights.begin(), m_lights.end() )
&& !std::lexicographical_compare( m_lights.begin(), m_lights.end(), lights.begin(), lights.end() ),
"lights out of sync"
);
}
#endif
}
void forEachLight( const RendererLightCallback& callback ) const {
evaluateLights();
for ( Lights::const_iterator i = m_lights.begin(); i != m_lights.end(); ++i )
{
callback( *( *i ) );
}
}
void lightsChanged() const {
m_lightsChanged = true;
}
};
inline void setFogState( const OpenGLFogState& state ){
gl().glFogi( GL_FOG_MODE, state.mode );
gl().glFogf( GL_FOG_DENSITY, state.density );
gl().glFogf( GL_FOG_START, state.start );
gl().glFogf( GL_FOG_END, state.end );
gl().glFogi( GL_FOG_INDEX, state.index );
gl().glFogfv( GL_FOG_COLOR, vector4_to_array( state.colour ) );
}
#define DEBUG_SHADERS 0
void OpenGLState_apply( const OpenGLState& self, OpenGLState& current, unsigned int globalstate );
class OpenGLShaderCache final : public ShaderCache, public TexturesCacheObserver, public ModuleObserver
{
class CreateOpenGLShader
{
OpenGLShaderCache* m_cache;
public:
explicit CreateOpenGLShader( OpenGLShaderCache* cache = 0 )
: m_cache( cache ){
}
OpenGLShader* construct( const CopiedString& name ){
OpenGLShader* shader = new OpenGLShader;
if ( m_cache->realised() ) {
shader->realise( name );
}
return shader;
}
void destroy( OpenGLShader* shader ){
if ( m_cache->realised() ) {
shader->unrealise();
}
delete shader;
}
};
typedef HashedCache<CopiedString, OpenGLShader, HashString, std::equal_to<CopiedString>, CreateOpenGLShader> Shaders;
Shaders m_shaders;
std::size_t m_unrealised;
bool m_lightingEnabled;
public:
OpenGLShaderCache() :
m_shaders( CreateOpenGLShader( this ) ),
m_unrealised( 3 ), // wait until shaders, gl-context and textures are realised before creating any render-states
m_lightingEnabled( true ),
m_lightsChanged( true ),
m_traverseRenderablesMutex( false ){
}
~OpenGLShaderCache(){
for ( Shaders::iterator i = m_shaders.begin(); i != m_shaders.end(); ++i )
{
globalOutputStream() << "leaked shader: " << makeQuoted( ( *i ).key ) << '\n';
}
}
Shader* capture( const char* name ){
ASSERT_MESSAGE( name[0] == '$'
|| *name == '['
|| *name == '<'
|| *name == '('
|| *name == '{'
|| strchr( name, '\\' ) == 0, "shader name contains invalid characters: " << makeQuoted( name ) );
#if DEBUG_SHADERS
globalOutputStream() << "shaders capture: " << makeQuoted( name ) << '\n';
#endif
return m_shaders.capture( name ).get();
}
void release( const char *name ){
#if DEBUG_SHADERS
globalOutputStream() << "shaders release: " << makeQuoted( name ) << '\n';
#endif
m_shaders.release( name );
}
void render( RenderStateFlags globalstate, const Matrix4& modelview, const Matrix4& projection, const Vector3& viewer ){
gl().glMatrixMode( GL_PROJECTION );
gl().glLoadMatrixf( reinterpret_cast<const float*>( &projection ) );
#if 0
//qglGetFloatv(GL_PROJECTION_MATRIX, reinterpret_cast<float*>(&projection));
#endif
gl().glMatrixMode( GL_MODELVIEW );
gl().glLoadMatrixf( reinterpret_cast<const float*>( &modelview ) );
#if 0
//qglGetFloatv(GL_MODELVIEW_MATRIX, reinterpret_cast<float*>(&modelview));
#endif
ASSERT_MESSAGE( realised(), "render states are not realised" );
// global settings that are not set in renderstates
gl().glFrontFace( GL_CW );
gl().glCullFace( GL_BACK );
gl().glPolygonOffset( -1, 1 );
{
const GLubyte pattern[132] = {
0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55,
0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55
};
gl().glPolygonStipple( pattern );
}
gl().glEnableClientState( GL_VERTEX_ARRAY );
g_vertexArray_enabled = true;
gl().glColorMaterial( GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE );
gl().glActiveTexture( GL_TEXTURE0 );
gl().glClientActiveTexture( GL_TEXTURE0 );
gl().glUseProgram( 0 );
gl().glDisableVertexAttribArray( c_attr_TexCoord0 );
gl().glDisableVertexAttribArray( c_attr_Tangent );
gl().glDisableVertexAttribArray( c_attr_Binormal );
if ( globalstate & RENDER_TEXTURE ) {
gl().glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
gl().glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
}
OpenGLState current;
OpenGLState_constructDefault( current );
current.m_sort = OpenGLState::eSortFirst;
// default renderstate settings
gl().glLineStipple( current.m_linestipple_factor, current.m_linestipple_pattern );
gl().glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
gl().glDisable( GL_LIGHTING );
gl().glDisable( GL_TEXTURE_2D );
gl().glDisableClientState( GL_TEXTURE_COORD_ARRAY );
g_texcoordArray_enabled = false;
gl().glDisableClientState( GL_COLOR_ARRAY );
g_colorArray_enabled = false;
gl().glDisableClientState( GL_NORMAL_ARRAY );
g_normalArray_enabled = false;
gl().glDisable( GL_BLEND );
gl().glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
gl().glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
gl().glDisable( GL_CULL_FACE );
gl().glShadeModel( GL_FLAT );
gl().glDisable( GL_DEPTH_TEST );
gl().glDepthMask( GL_FALSE );
gl().glDisable( GL_ALPHA_TEST );
gl().glDisable( GL_LINE_STIPPLE );
gl().glDisable( GL_POLYGON_STIPPLE );
gl().glDisable( GL_POLYGON_OFFSET_LINE );
gl().glBindTexture( GL_TEXTURE_2D, 0 );
gl().glColor4f( 1,1,1,1 );
gl().glDepthFunc( GL_LESS );
gl().glAlphaFunc( GL_ALWAYS, 0 );
gl().glLineWidth( 1 );
gl().glPointSize( 1 );
gl().glHint( GL_FOG_HINT, GL_NICEST );
gl().glDisable( GL_FOG );
setFogState( OpenGLFogState() );
GlobalOpenGL_debugAssertNoErrors();
debug_string( "begin rendering" );
for ( OpenGLStates::iterator i = g_state_sorted.begin(); i != g_state_sorted.end(); ++i )
{
( *i ).second->render( current, globalstate, viewer );
}
debug_string( "end rendering" );
OpenGLState reset = current; /* reset some states */
reset.m_state = current.m_state & ~RENDER_TEXT; /* popmatrix after RENDER_TEXT */
reset.m_program = nullptr; /* disable shader */
OpenGLState_apply( reset, current, globalstate );
}
void realise(){
if ( --m_unrealised == 0 ) {
if ( lightingEnabled() ) {
g_bumpGLSL.create();
g_depthFillGLSL.create();
}
g_skyboxGLSL.create();
for ( Shaders::iterator i = m_shaders.begin(); i != m_shaders.end(); ++i )
{
if ( !( *i ).value.empty() ) {
( *i ).value->realise( i->key );
}
}
}
}
void unrealise(){
if ( ++m_unrealised == 1 ) {
for ( Shaders::iterator i = m_shaders.begin(); i != m_shaders.end(); ++i )
{
if ( !( *i ).value.empty() ) {
( *i ).value->unrealise();
}
}
if ( GlobalOpenGL().contextValid && lightingEnabled() ) {
g_bumpGLSL.destroy();
g_depthFillGLSL.destroy();
}
if( GlobalOpenGL().contextValid )
g_skyboxGLSL.destroy();
}
}
bool realised(){
return m_unrealised == 0;
}
bool lightingEnabled() const {
return m_lightingEnabled;
}
void extensionsInitialised(){
setLightingEnabled( m_lightingEnabled );
}
void setLightingEnabled( bool enabled ){
const bool refresh = ( m_lightingEnabled != enabled );
if ( refresh ) {
unrealise();
GlobalShaderSystem().setLightingEnabled( enabled );
}
m_lightingEnabled = enabled;
if ( refresh ) {
realise();
}
}
// light culling
RendererLights m_lights;
bool m_lightsChanged;
typedef std::map<LightCullable*, LinearLightList> LightLists;
LightLists m_lightLists;
const LightList& attach( LightCullable& cullable ){
return ( *m_lightLists.insert( LightLists::value_type( &cullable, LinearLightList( cullable, m_lights, EvaluateChangedCaller( *this ) ) ) ).first ).second;
}
void detach( LightCullable& cullable ){
m_lightLists.erase( &cullable );
}
void changed( LightCullable& cullable ){
LightLists::iterator i = m_lightLists.find( &cullable );
ASSERT_MESSAGE( i != m_lightLists.end(), "cullable not attached" );
( *i ).second.lightsChanged();
}
void attach( RendererLight& light ){
const bool inserted = m_lights.insert( &light ).second;
ASSERT_MESSAGE( inserted, "light could not be attached" );
changed( light );
}
void detach( RendererLight& light ){
const bool erased = m_lights.erase( &light );
ASSERT_MESSAGE( erased, "light could not be detached" );
changed( light );
}
void changed( RendererLight& light ){
m_lightsChanged = true;
}
void evaluateChanged(){
if ( m_lightsChanged ) {
m_lightsChanged = false;
for ( LightLists::iterator i = m_lightLists.begin(); i != m_lightLists.end(); ++i )
{
( *i ).second.lightsChanged();
}
}
}
typedef MemberCaller<OpenGLShaderCache, &OpenGLShaderCache::evaluateChanged> EvaluateChangedCaller;
typedef std::set<const Renderable*> Renderables;
Renderables m_renderables;
mutable bool m_traverseRenderablesMutex;
// renderables
void attachRenderable( const Renderable& renderable ){
ASSERT_MESSAGE( !m_traverseRenderablesMutex, "attaching renderable during traversal" );
const bool inserted = m_renderables.insert( &renderable ).second;
ASSERT_MESSAGE( inserted, "renderable could not be attached" );
}
void detachRenderable( const Renderable& renderable ){
ASSERT_MESSAGE( !m_traverseRenderablesMutex, "detaching renderable during traversal" );
const bool erased = m_renderables.erase( &renderable );
ASSERT_MESSAGE( erased, "renderable could not be detached" );
}
void forEachRenderable( const RenderableCallback& callback ) const {
ASSERT_MESSAGE( !m_traverseRenderablesMutex, "for-each during traversal" );
m_traverseRenderablesMutex = true;
for ( Renderables::const_iterator i = m_renderables.begin(); i != m_renderables.end(); ++i )
{
callback( *( *i ) );
}
m_traverseRenderablesMutex = false;
}
};
static OpenGLShaderCache* g_ShaderCache;
void ShaderCache_extensionsInitialised(){
g_ShaderCache->extensionsInitialised();
}
void ShaderCache_setBumpEnabled( bool enabled ){
g_ShaderCache->setLightingEnabled( enabled );
}
Vector3 g_DebugShaderColours[256];
Shader* g_defaultPointLight = 0;
void ShaderCache_Construct(){
g_ShaderCache = new OpenGLShaderCache;
GlobalTexturesCache().attach( *g_ShaderCache );
GlobalShaderSystem().attach( *g_ShaderCache );
if ( g_pGameDescription->mGameType == "doom3" ) {
g_defaultPointLight = g_ShaderCache->capture( "lights/defaultPointLight" );
//Shader* overbright =
g_ShaderCache->capture( "$OVERBRIGHT" );
#if LIGHT_SHADER_DEBUG
for ( std::size_t i = 0; i < 256; ++i )
{
g_DebugShaderColours[i] = Vector3( i / 256.0, i / 256.0, i / 256.0 );
}
g_DebugShaderColours[0] = Vector3( 1, 0, 0 );
g_DebugShaderColours[1] = Vector3( 1, 0.5, 0 );
g_DebugShaderColours[2] = Vector3( 1, 1, 0 );
g_DebugShaderColours[3] = Vector3( 0.5, 1, 0 );
g_DebugShaderColours[4] = Vector3( 0, 1, 0 );
g_DebugShaderColours[5] = Vector3( 0, 1, 0.5 );
g_DebugShaderColours[6] = Vector3( 0, 1, 1 );
g_DebugShaderColours[7] = Vector3( 0, 0.5, 1 );
g_DebugShaderColours[8] = Vector3( 0, 0, 1 );
g_DebugShaderColours[9] = Vector3( 0.5, 0, 1 );
g_DebugShaderColours[10] = Vector3( 1, 0, 1 );
g_DebugShaderColours[11] = Vector3( 1, 0, 0.5 );
g_lightDebugShaders.reserve( 256 );
StringOutputStream buffer( 256 );
for ( std::size_t i = 0; i < 256; ++i )
{
g_lightDebugShaders.push_back( g_ShaderCache->capture( buffer( '(', g_DebugShaderColours[i].x(), ' ', g_DebugShaderColours[i].y(), ' ', g_DebugShaderColours[i].z(), ')' ) ) );
}
#endif
}
}
void ShaderCache_Destroy(){
if ( g_pGameDescription->mGameType == "doom3" ) {
g_ShaderCache->release( "lights/defaultPointLight" );
g_ShaderCache->release( "$OVERBRIGHT" );
g_defaultPointLight = 0;
#if LIGHT_SHADER_DEBUG
g_lightDebugShaders.clear();
StringOutputStream buffer( 256 );
for ( std::size_t i = 0; i < 256; ++i )
{
g_ShaderCache->release( buffer( '(', g_DebugShaderColours[i].x(), ' ', g_DebugShaderColours[i].y(), ' ', g_DebugShaderColours[i].z(), ')' ) );
}
#endif
}
GlobalShaderSystem().detach( *g_ShaderCache );
GlobalTexturesCache().detach( *g_ShaderCache );
delete g_ShaderCache;
}
ShaderCache* GetShaderCache(){
return g_ShaderCache;
}
inline void setTextureState( GLint& current, const GLint& texture, GLenum textureUnit ){
if ( texture != current ) {
gl().glActiveTexture( textureUnit );
gl().glClientActiveTexture( textureUnit );
gl().glBindTexture( GL_TEXTURE_2D, texture );
GlobalOpenGL_debugAssertNoErrors();
current = texture;
}
}
inline void setTextureState( GLint& current, const GLint& texture ){
if ( texture != current ) {
gl().glBindTexture( GL_TEXTURE_2D, texture );
GlobalOpenGL_debugAssertNoErrors();
current = texture;
}
}
inline void setState( unsigned int state, unsigned int delta, unsigned int flag, GLenum glflag ){
if ( delta & state & flag ) {
gl().glEnable( glflag );
GlobalOpenGL_debugAssertNoErrors();
}
else if ( delta & ~state & flag ) {
gl().glDisable( glflag );
GlobalOpenGL_debugAssertNoErrors();
}
}
void OpenGLState_apply( const OpenGLState& self, OpenGLState& current, unsigned int globalstate ){
debug_int( "sort", int(self.m_sort) );
debug_int( "texture", self.m_texture );
debug_int( "state", self.m_state );
debug_int( "address", int(std::size_t( &self ) ) );
count_state();
if ( self.m_state & RENDER_OVERRIDE ) {
globalstate |= RENDER_FILL;
}
if ( self.m_state & RENDER_TEXT ) {
globalstate |= RENDER_TEXTURE | RENDER_BLEND | RENDER_FILL | RENDER_TEXT;
}
const unsigned int state = self.m_state & globalstate;
const unsigned int delta = state ^ current.m_state;
GlobalOpenGL_debugAssertNoErrors();
if ( delta & state & RENDER_TEXT ) {
gl().glMatrixMode( GL_PROJECTION );
gl().glPushMatrix();
gl().glLoadIdentity();
GLint viewprt[4];
gl().glGetIntegerv( GL_VIEWPORT, viewprt );
//globalOutputStream() << viewprt[2] << ' ' << viewprt[3] << '\n';
gl().glOrtho( 0, viewprt[2], 0, viewprt[3], -100, 100 );
gl().glTranslated( double( viewprt[2] ) / 2.0, double( viewprt[3] ) / 2.0, 0 );
gl().glMatrixMode( GL_MODELVIEW );
gl().glPushMatrix();
gl().glLoadIdentity();
GlobalOpenGL_debugAssertNoErrors();
}
else if ( delta & ~state & RENDER_TEXT ) {
gl().glMatrixMode( GL_PROJECTION );
gl().glPopMatrix();
gl().glMatrixMode( GL_MODELVIEW );
gl().glPopMatrix();
GlobalOpenGL_debugAssertNoErrors();
}
GLProgram* program = ( state & RENDER_PROGRAM ) != 0 ? self.m_program : 0;
if ( program != current.m_program ) {
if ( current.m_program != 0 ) {
current.m_program->disable();
//why? gl().glColor4fv( vector4_to_array( current.m_colour ) );
debug_colour( "cleaning program" );
}
current.m_program = program;
if ( current.m_program != 0 ) {
current.m_program->enable();
}
}
if ( delta & state & RENDER_FILL ) {
//qglPolygonMode (GL_BACK, GL_LINE);
//qglPolygonMode (GL_FRONT, GL_FILL);
gl().glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
GlobalOpenGL_debugAssertNoErrors();
}
else if ( delta & ~state & RENDER_FILL ) {
gl().glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
GlobalOpenGL_debugAssertNoErrors();
}
setState( state, delta, RENDER_OFFSETLINE, GL_POLYGON_OFFSET_LINE );
if ( delta & state & RENDER_LIGHTING ) {
gl().glEnable( GL_LIGHTING );
gl().glEnable( GL_COLOR_MATERIAL );
gl().glEnable( GL_RESCALE_NORMAL );
gl().glEnableClientState( GL_NORMAL_ARRAY );
GlobalOpenGL_debugAssertNoErrors();
g_normalArray_enabled = true;
}
else if ( delta & ~state & RENDER_LIGHTING ) {
gl().glDisable( GL_LIGHTING );
gl().glDisable( GL_COLOR_MATERIAL );
gl().glDisable( GL_RESCALE_NORMAL );
gl().glDisableClientState( GL_NORMAL_ARRAY );
GlobalOpenGL_debugAssertNoErrors();
g_normalArray_enabled = false;
}
if ( delta & state & RENDER_TEXTURE ) {
GlobalOpenGL_debugAssertNoErrors();
gl().glActiveTexture( GL_TEXTURE0 );
gl().glClientActiveTexture( GL_TEXTURE0 );
gl().glEnable( GL_TEXTURE_2D );
gl().glColor4f( 1,1,1,self.m_colour[3] );
debug_colour( "setting texture" );
gl().glEnableClientState( GL_TEXTURE_COORD_ARRAY );
GlobalOpenGL_debugAssertNoErrors();
g_texcoordArray_enabled = true;
}
else if ( delta & ~state & RENDER_TEXTURE ) {
gl().glActiveTexture( GL_TEXTURE0 );
gl().glClientActiveTexture( GL_TEXTURE0 );
gl().glDisable( GL_TEXTURE_2D );
gl().glBindTexture( GL_TEXTURE_2D, 0 );
gl().glDisableClientState( GL_TEXTURE_COORD_ARRAY );
GlobalOpenGL_debugAssertNoErrors();
g_texcoordArray_enabled = false;
}
if ( delta & state & RENDER_BLEND ) {
// FIXME: some .TGA are buggy, have a completely empty alpha channel
// if such brushes are rendered in this loop they would be totally transparent with GL_MODULATE
// so I decided using GL_DECAL instead
// if an empty-alpha-channel or nearly-empty texture is used. It will be blank-transparent.
// this could get better if you can get glTexEnviv (GL_TEXTURE_ENV, to work .. patches are welcome
gl().glEnable( GL_BLEND );
gl().glActiveTexture( GL_TEXTURE0 );
// gl().glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL );
// gl().glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ); //uses actual alpha channel, = invis, if qer_trans + empty alpha channel
GlobalOpenGL_debugAssertNoErrors();
}
else if ( delta & ~state & RENDER_BLEND ) {
gl().glDisable( GL_BLEND );
gl().glActiveTexture( GL_TEXTURE0 );
// gl().glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
GlobalOpenGL_debugAssertNoErrors();
}
setState( state, delta, RENDER_CULLFACE, GL_CULL_FACE );
if ( delta & state & RENDER_SMOOTH ) {
gl().glShadeModel( GL_SMOOTH );
GlobalOpenGL_debugAssertNoErrors();
}
else if ( delta & ~state & RENDER_SMOOTH ) {
gl().glShadeModel( GL_FLAT );
GlobalOpenGL_debugAssertNoErrors();
}
setState( state, delta, RENDER_SCALED, GL_NORMALIZE ); // not GL_RESCALE_NORMAL
setState( state, delta, RENDER_DEPTHTEST, GL_DEPTH_TEST );
if ( delta & state & RENDER_DEPTHWRITE ) {
gl().glDepthMask( GL_TRUE );
#if DEBUG_RENDER
GLboolean depthEnabled;
gl().glGetBooleanv( GL_DEPTH_WRITEMASK, &depthEnabled );
ASSERT_MESSAGE( depthEnabled, "failed to set depth buffer mask bit" );
#endif
debug_string( "enabled depth-buffer writing" );
GlobalOpenGL_debugAssertNoErrors();
}
else if ( delta & ~state & RENDER_DEPTHWRITE ) {
gl().glDepthMask( GL_FALSE );
#if DEBUG_RENDER
GLboolean depthEnabled;
gl().glGetBooleanv( GL_DEPTH_WRITEMASK, &depthEnabled );
ASSERT_MESSAGE( !depthEnabled, "failed to set depth buffer mask bit" );
#endif
debug_string( "disabled depth-buffer writing" );
GlobalOpenGL_debugAssertNoErrors();
}
if ( delta & state & RENDER_COLOURWRITE ) {
gl().glColorMask( GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE );
GlobalOpenGL_debugAssertNoErrors();
}
else if ( delta & ~state & RENDER_COLOURWRITE ) {
gl().glColorMask( GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE );
GlobalOpenGL_debugAssertNoErrors();
}
setState( state, delta, RENDER_ALPHATEST, GL_ALPHA_TEST );
if ( delta & state & RENDER_COLOURARRAY ) {
gl().glEnableClientState( GL_COLOR_ARRAY );
GlobalOpenGL_debugAssertNoErrors();
debug_colour( "enabling color_array" );
g_colorArray_enabled = true;
}
else if ( delta & ~state & RENDER_COLOURARRAY ) {
gl().glDisableClientState( GL_COLOR_ARRAY );
gl().glColor4fv( vector4_to_array( self.m_colour ) );
debug_colour( "cleaning color_array" );
GlobalOpenGL_debugAssertNoErrors();
g_colorArray_enabled = false;
}
if ( delta & ~state & RENDER_COLOURCHANGE ) {
gl().glColor4fv( vector4_to_array( self.m_colour ) );
GlobalOpenGL_debugAssertNoErrors();
}
setState( state, delta, RENDER_LINESTIPPLE, GL_LINE_STIPPLE );
setState( state, delta, RENDER_POLYGONSTIPPLE, GL_POLYGON_STIPPLE );
setState( state, delta, RENDER_FOG, GL_FOG );
if ( ( state & RENDER_FOG ) != 0 ) {
setFogState( self.m_fog );
GlobalOpenGL_debugAssertNoErrors();
current.m_fog = self.m_fog;
}
if ( state & RENDER_DEPTHTEST && self.m_depthfunc != current.m_depthfunc ) {
gl().glDepthFunc( self.m_depthfunc );
GlobalOpenGL_debugAssertNoErrors();
current.m_depthfunc = self.m_depthfunc;
}
if ( state & RENDER_LINESTIPPLE
&& ( self.m_linestipple_factor != current.m_linestipple_factor
|| self.m_linestipple_pattern != current.m_linestipple_pattern ) ) {
gl().glLineStipple( self.m_linestipple_factor, self.m_linestipple_pattern );
GlobalOpenGL_debugAssertNoErrors();
current.m_linestipple_factor = self.m_linestipple_factor;
current.m_linestipple_pattern = self.m_linestipple_pattern;
}
if ( state & RENDER_ALPHATEST
&& ( self.m_alphafunc != current.m_alphafunc
|| self.m_alpharef != current.m_alpharef ) ) {
gl().glAlphaFunc( self.m_alphafunc, self.m_alpharef );
GlobalOpenGL_debugAssertNoErrors();
current.m_alphafunc = self.m_alphafunc;
current.m_alpharef = self.m_alpharef;
}
{
GLint texture0 = 0;
GLint texture1 = 0;
GLint texture2 = 0;
GLint texture3 = 0;
GLint texture4 = 0;
GLint texture5 = 0;
GLint texture6 = 0;
GLint texture7 = 0;
//if(state & RENDER_TEXTURE) != 0)
{
texture0 = self.m_texture;
texture1 = self.m_texture1;
texture2 = self.m_texture2;
texture3 = self.m_texture3;
texture4 = self.m_texture4;
texture5 = self.m_texture5;
texture6 = self.m_texture6;
texture7 = self.m_texture7;
}
{
setTextureState( current.m_texture, texture0, GL_TEXTURE0 );
setTextureState( current.m_texture1, texture1, GL_TEXTURE1 );
setTextureState( current.m_texture2, texture2, GL_TEXTURE2 );
setTextureState( current.m_texture3, texture3, GL_TEXTURE3 );
setTextureState( current.m_texture4, texture4, GL_TEXTURE4 );
setTextureState( current.m_texture5, texture5, GL_TEXTURE5 );
setTextureState( current.m_texture6, texture6, GL_TEXTURE6 );
setTextureState( current.m_texture7, texture7, GL_TEXTURE7 );
}
}
if( current.m_textureSkyBox != self.m_textureSkyBox ){
gl().glActiveTexture( GL_TEXTURE0 );
gl().glClientActiveTexture( GL_TEXTURE0 );
gl().glBindTexture( GL_TEXTURE_CUBE_MAP, self.m_textureSkyBox );
GlobalOpenGL_debugAssertNoErrors();
current.m_textureSkyBox = self.m_textureSkyBox;
}
if ( state & RENDER_TEXTURE && self.m_colour[3] != current.m_colour[3] ) {
debug_colour( "setting alpha" );
gl().glColor4f( 1,1,1,self.m_colour[3] );
GlobalOpenGL_debugAssertNoErrors();
}
if ( !( state & RENDER_TEXTURE )
&& self.m_colour != current.m_colour ) {
gl().glColor4fv( vector4_to_array( self.m_colour ) );
debug_colour( "setting non-texture" );
GlobalOpenGL_debugAssertNoErrors();
}
current.m_colour = self.m_colour;
if ( state & RENDER_BLEND
&& ( self.m_blend_src != current.m_blend_src || self.m_blend_dst != current.m_blend_dst ) ) {
gl().glBlendFunc( self.m_blend_src, self.m_blend_dst );
GlobalOpenGL_debugAssertNoErrors();
current.m_blend_src = self.m_blend_src;
current.m_blend_dst = self.m_blend_dst;
}
if ( !( state & RENDER_FILL )
&& self.m_linewidth != current.m_linewidth ) {
gl().glLineWidth( self.m_linewidth );
GlobalOpenGL_debugAssertNoErrors();
current.m_linewidth = self.m_linewidth;
}
if ( !( state & RENDER_FILL )
&& self.m_pointsize != current.m_pointsize ) {
gl().glPointSize( self.m_pointsize );
GlobalOpenGL_debugAssertNoErrors();
current.m_pointsize = self.m_pointsize;
}
current.m_state = state;
GlobalOpenGL_debugAssertNoErrors();
}
void Renderables_flush( OpenGLStateBucket::Renderables& renderables, OpenGLState& current, unsigned int globalstate, const Vector3& viewer ){
const Matrix4* transform = 0;
gl().glPushMatrix();
if ( current.m_program != 0 && current.m_textureSkyBox != 0 && globalstate & RENDER_PROGRAM ) {
current.m_program->setParameters( viewer, g_matrix4_identity, g_vector3_identity, g_vector3_identity, g_matrix4_identity );
}
for ( OpenGLStateBucket::Renderables::const_iterator i = renderables.begin(); i != renderables.end(); ++i )
{
//qglLoadMatrixf(i->m_transform);
if ( !transform || ( transform != ( *i ).m_transform && !matrix4_affine_equal( *transform, *( *i ).m_transform ) ) ) {
count_transform();
transform = ( *i ).m_transform;
gl().glPopMatrix();
gl().glPushMatrix();
gl().glMultMatrixf( reinterpret_cast<const float*>( transform ) );
gl().glFrontFace( ( ( current.m_state & RENDER_CULLFACE ) != 0 && matrix4_handedness( *transform ) == MATRIX4_RIGHTHANDED ) ? GL_CW : GL_CCW );
}
count_prim();
if ( current.m_program != 0 && ( *i ).m_light != 0 ) {
const IShader& lightShader = static_cast<OpenGLShader*>( ( *i ).m_light->getShader() )->getShader();
if ( lightShader.firstLayer() != 0 ) {
GLuint attenuation_xy = lightShader.firstLayer()->texture()->texture_number;
GLuint attenuation_z = lightShader.lightFalloffImage() != 0
? lightShader.lightFalloffImage()->texture_number
: static_cast<OpenGLShader*>( g_defaultPointLight )->getShader().lightFalloffImage()->texture_number;
setTextureState( current.m_texture3, attenuation_xy, GL_TEXTURE3 );
gl().glActiveTexture( GL_TEXTURE3 );
gl().glBindTexture( GL_TEXTURE_2D, attenuation_xy );
gl().glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER );
gl().glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER );
setTextureState( current.m_texture4, attenuation_z, GL_TEXTURE4 );
gl().glActiveTexture( GL_TEXTURE4 );
gl().glBindTexture( GL_TEXTURE_2D, attenuation_z );
gl().glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER );
gl().glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
AABB lightBounds( ( *i ).m_light->aabb() );
Matrix4 world2light( g_matrix4_identity );
if ( ( *i ).m_light->isProjected() ) {
world2light = ( *i ).m_light->projection();
matrix4_multiply_by_matrix4( world2light, matrix4_transposed( ( *i ).m_light->rotation() ) );
matrix4_translate_by_vec3( world2light, vector3_negated( lightBounds.origin ) ); // world->lightBounds
}
if ( !( *i ).m_light->isProjected() ) {
matrix4_translate_by_vec3( world2light, Vector3( 0.5f, 0.5f, 0.5f ) );
matrix4_scale_by_vec3( world2light, Vector3( 0.5f, 0.5f, 0.5f ) );
matrix4_scale_by_vec3( world2light, Vector3( 1.0f / lightBounds.extents.x(), 1.0f / lightBounds.extents.y(), 1.0f / lightBounds.extents.z() ) );
matrix4_multiply_by_matrix4( world2light, matrix4_transposed( ( *i ).m_light->rotation() ) );
matrix4_translate_by_vec3( world2light, vector3_negated( lightBounds.origin ) ); // world->lightBounds
}
current.m_program->setParameters( viewer, *( *i ).m_transform, lightBounds.origin + ( *i ).m_light->offset(), ( *i ).m_light->colour(), world2light );
debug_string( "set lightBounds parameters" );
}
}
( *i ).m_renderable->render( current.m_state );
}
gl().glPopMatrix();
renderables.clear();
}
void OpenGLStateBucket::render( OpenGLState& current, unsigned int globalstate, const Vector3& viewer ){
if ( ( globalstate & m_state.m_state & RENDER_SCREEN ) != 0 ) {
OpenGLState_apply( m_state, current, globalstate );
debug_colour( "screen fill" );
gl().glMatrixMode( GL_PROJECTION );
gl().glPushMatrix();
gl().glLoadMatrixf( reinterpret_cast<const float*>( &g_matrix4_identity ) );
gl().glMatrixMode( GL_MODELVIEW );
gl().glPushMatrix();
gl().glLoadMatrixf( reinterpret_cast<const float*>( &g_matrix4_identity ) );
gl().glBegin( GL_QUADS );
gl().glVertex3f( -1, -1, 0 );
gl().glVertex3f( 1, -1, 0 );
gl().glVertex3f( 1, 1, 0 );
gl().glVertex3f( -1, 1, 0 );
gl().glEnd();
gl().glMatrixMode( GL_PROJECTION );
gl().glPopMatrix();
gl().glMatrixMode( GL_MODELVIEW );
gl().glPopMatrix();
}
else if ( !m_renderables.empty() ) {
OpenGLState_apply( m_state, current, globalstate );
Renderables_flush( m_renderables, current, globalstate, viewer );
}
}
class OpenGLStateMap : public OpenGLStateLibrary
{
typedef std::map<CopiedString, OpenGLState> States;
States m_states;
public:
~OpenGLStateMap(){
ASSERT_MESSAGE( m_states.empty(), "OpenGLStateMap::~OpenGLStateMap: not empty" );
}
typedef States::iterator iterator;
iterator begin(){
return m_states.begin();
}
iterator end(){
return m_states.end();
}
void getDefaultState( OpenGLState& state ) const {
OpenGLState_constructDefault( state );
}
void insert( const char* name, const OpenGLState& state ){
bool inserted = m_states.insert( States::value_type( name, state ) ).second;
ASSERT_MESSAGE( inserted, "OpenGLStateMap::insert: " << name << " already exists" );
}
void erase( const char* name ){
std::size_t count = m_states.erase( name );
ASSERT_MESSAGE( count == 1, "OpenGLStateMap::erase: " << name << " does not exist" );
}
iterator find( const char* name ){
return m_states.find( name );
}
};
OpenGLStateMap* g_openglStates = 0;
inline GLenum convertBlendFactor( BlendFactor factor ){
switch ( factor )
{
case BLEND_ZERO:
return GL_ZERO;
case BLEND_ONE:
return GL_ONE;
case BLEND_SRC_COLOUR:
return GL_SRC_COLOR;
case BLEND_ONE_MINUS_SRC_COLOUR:
return GL_ONE_MINUS_SRC_COLOR;
case BLEND_SRC_ALPHA:
return GL_SRC_ALPHA;
case BLEND_ONE_MINUS_SRC_ALPHA:
return GL_ONE_MINUS_SRC_ALPHA;
case BLEND_DST_COLOUR:
return GL_DST_COLOR;
case BLEND_ONE_MINUS_DST_COLOUR:
return GL_ONE_MINUS_DST_COLOR;
case BLEND_DST_ALPHA:
return GL_DST_ALPHA;
case BLEND_ONE_MINUS_DST_ALPHA:
return GL_ONE_MINUS_DST_ALPHA;
case BLEND_SRC_ALPHA_SATURATE:
return GL_SRC_ALPHA_SATURATE;
}
return GL_ZERO;
}
/// \todo Define special-case shaders in a data file.
void OpenGLShader::construct( const char* name ){
OpenGLState& state = appendDefaultPass();
switch ( name[0] )
{
case '{': //add
sscanf( name, "{%g %g %g}", &state.m_colour[0], &state.m_colour[1], &state.m_colour[2] );
state.m_colour[3] = 1.0f;
state.m_state = RENDER_CULLFACE | RENDER_DEPTHTEST | RENDER_BLEND | RENDER_FILL | RENDER_COLOURWRITE /*| RENDER_DEPTHWRITE */| RENDER_LIGHTING;
state.m_blend_src = GL_ONE;
state.m_blend_dst = GL_ONE;
// state.m_blend_src = GL_DST_COLOR;
// state.m_blend_dst = GL_SRC_COLOR;
// state.m_blend_src = GL_DST_COLOR;
// state.m_blend_dst = GL_ONE;
state.m_sort = OpenGLState::eSortTranslucent;
break;
case '(': //fill
sscanf( name, "(%g %g %g)", &state.m_colour[0], &state.m_colour[1], &state.m_colour[2] );
state.m_colour[3] = 1.0f;
state.m_state = RENDER_FILL | RENDER_LIGHTING | RENDER_DEPTHTEST | RENDER_CULLFACE | RENDER_COLOURWRITE | RENDER_DEPTHWRITE;
state.m_sort = OpenGLState::eSortFullbright;
break;
case '[': //blend
sscanf( name, "[%g %g %g]", &state.m_colour[0], &state.m_colour[1], &state.m_colour[2] );
state.m_colour[3] = 0.5f;
state.m_state = RENDER_FILL | RENDER_LIGHTING | RENDER_DEPTHTEST | RENDER_CULLFACE | RENDER_COLOURWRITE | RENDER_DEPTHWRITE | RENDER_BLEND;
state.m_sort = OpenGLState::eSortTranslucent;
break;
case '<': //wire
sscanf( name, "<%g %g %g>", &state.m_colour[0], &state.m_colour[1], &state.m_colour[2] );
state.m_colour[3] = 1;
state.m_state = RENDER_DEPTHTEST | RENDER_COLOURWRITE | RENDER_DEPTHWRITE;
state.m_sort = OpenGLState::eSortFullbright;
state.m_depthfunc = GL_LESS;
state.m_linewidth = 1;
state.m_pointsize = 1;
break;
case '$':
{
OpenGLStateMap::iterator i = g_openglStates->find( name );
if ( i != g_openglStates->end() ) {
state = ( *i ).second;
break;
}
}
if ( string_equal( name + 1, "TEXT" ) ) {
state.m_state = RENDER_CULLFACE | RENDER_COLOURWRITE | RENDER_FILL | RENDER_TEXTURE | RENDER_BLEND | RENDER_TEXT;
state.m_sort = OpenGLState::eSortText;
}
else if ( string_equal( name + 1, "POINT" ) ) {
state.m_state = RENDER_COLOURARRAY | RENDER_COLOURWRITE | RENDER_DEPTHWRITE;
state.m_sort = OpenGLState::eSortControlFirst;
state.m_pointsize = 6;
}
else if ( string_equal( name + 1, "DEEPPOINT" ) ) {
state.m_state = RENDER_COLOURARRAY | RENDER_COLOURWRITE | RENDER_DEPTHWRITE;
state.m_sort = OpenGLState::eSortControlFirst;
state.m_pointsize = 6;
OpenGLState& hiddenLine = appendDefaultPass(); // glBeginQuery glEndQuery
hiddenLine.m_state = RENDER_DEPTHTEST;
hiddenLine.m_sort = OpenGLState::eSortControlFirst - 1;
hiddenLine.m_pointsize = 6;
hiddenLine.m_depthfunc = GL_LEQUAL;
}
else if ( string_equal( name + 1, "SELPOINT" ) ) {
state.m_state = RENDER_COLOURARRAY | RENDER_COLOURWRITE | RENDER_DEPTHWRITE;
state.m_sort = OpenGLState::eSortControlFirst + 1;
state.m_pointsize = 4;
}
else if ( string_equal( name + 1, "BIGPOINT" ) ) {
state.m_state = RENDER_COLOURARRAY | RENDER_COLOURWRITE | RENDER_DEPTHWRITE;
state.m_sort = OpenGLState::eSortGUI1 + 1;
state.m_pointsize = 6;
}
else if ( string_equal( name + 1, "PIVOT" ) ) {
state.m_state = RENDER_COLOURARRAY | RENDER_COLOURWRITE | RENDER_DEPTHTEST | RENDER_DEPTHWRITE;
state.m_sort = OpenGLState::eSortGUI1;
state.m_linewidth = 2;
state.m_depthfunc = GL_LEQUAL;
OpenGLState& hiddenLine = appendDefaultPass();
hiddenLine.m_state = RENDER_COLOURARRAY | RENDER_COLOURWRITE | RENDER_DEPTHTEST | RENDER_LINESTIPPLE;
hiddenLine.m_sort = OpenGLState::eSortGUI0;
hiddenLine.m_linewidth = 2;
hiddenLine.m_depthfunc = GL_GREATER;
}
else if ( string_equal( name + 1, "BLENDLINE" ) ) {
state.m_state = RENDER_COLOURARRAY | RENDER_COLOURWRITE | RENDER_BLEND;
state.m_sort = OpenGLState::eSortGUI0 - 1;
state.m_linewidth = 1;
}
else if ( string_equal( name + 1, "LATTICE" ) ) {
state.m_colour[0] = 1;
state.m_colour[1] = 0.5;
state.m_colour[2] = 0;
state.m_colour[3] = 1;
state.m_state = RENDER_COLOURWRITE | RENDER_DEPTHWRITE;
state.m_sort = OpenGLState::eSortControlFirst;
}
else if ( string_equal( name + 1, "WIREFRAME" ) ) {
state.m_state = RENDER_DEPTHTEST | RENDER_COLOURWRITE | RENDER_DEPTHWRITE;
state.m_sort = OpenGLState::eSortFullbright;
}
else if ( string_equal( name + 1, "CAM_HIGHLIGHT" ) ) {
state.m_colour[0] = g_camwindow_globals.color_selbrushes3d[0];
state.m_colour[1] = g_camwindow_globals.color_selbrushes3d[1];
state.m_colour[2] = g_camwindow_globals.color_selbrushes3d[2];
state.m_colour[3] = 0.3f;
state.m_state = RENDER_FILL | RENDER_DEPTHTEST | RENDER_CULLFACE | RENDER_BLEND | RENDER_COLOURWRITE/* | RENDER_DEPTHWRITE*/;
state.m_sort = OpenGLState::eSortHighlight;
state.m_depthfunc = GL_LEQUAL;
}
else if ( string_equal( name + 1, "CAM_OVERLAY" ) ) {
#if 0
state.m_state = RENDER_CULLFACE | RENDER_COLOURWRITE | RENDER_DEPTHWRITE;
state.m_sort = OpenGLState::eSortOverlayFirst;
#else
state.m_state = RENDER_CULLFACE | RENDER_DEPTHTEST | RENDER_COLOURWRITE | RENDER_DEPTHWRITE | RENDER_OFFSETLINE;
state.m_sort = OpenGLState::eSortOverlayFirst + 1;
state.m_depthfunc = GL_LEQUAL;
OpenGLState& hiddenLine = appendDefaultPass();
hiddenLine.m_colour[0] = 0.75;
hiddenLine.m_colour[1] = 0.75;
hiddenLine.m_colour[2] = 0.75;
hiddenLine.m_colour[3] = 1;
hiddenLine.m_state = RENDER_CULLFACE | RENDER_DEPTHTEST | RENDER_COLOURWRITE | RENDER_OFFSETLINE | RENDER_LINESTIPPLE;
hiddenLine.m_sort = OpenGLState::eSortOverlayFirst;
hiddenLine.m_depthfunc = GL_GREATER;
hiddenLine.m_linestipple_factor = 2;
#endif
}
else if ( string_equal( name + 1, "CAM_WIRE" ) ) {
state.m_state = RENDER_CULLFACE | RENDER_DEPTHTEST | RENDER_COLOURWRITE;// | RENDER_OFFSETLINE;
state.m_colour[0] = 0.75;
state.m_colour[1] = 0.75;
state.m_colour[2] = 0.75;
state.m_linewidth = 0.5;
state.m_sort = OpenGLState::eSortOverlayFirst + 1;
state.m_depthfunc = GL_LEQUAL;
}
else if ( string_equal( name + 1, "CAM_FACEWIRE" ) ) {
state.m_colour[0] = g_camwindow_globals.color_selbrushes3d[0];
state.m_colour[1] = g_camwindow_globals.color_selbrushes3d[1];
state.m_colour[2] = g_camwindow_globals.color_selbrushes3d[2];
state.m_colour[3] = 1;
state.m_state = RENDER_CULLFACE | RENDER_DEPTHTEST | RENDER_COLOURWRITE | RENDER_DEPTHWRITE | RENDER_OFFSETLINE;
state.m_sort = OpenGLState::eSortOverlayFirst + 2;
state.m_depthfunc = GL_LEQUAL;
OpenGLState& hiddenLine = appendDefaultPass();
hiddenLine.m_colour[0] = g_camwindow_globals.color_selbrushes3d[0];
hiddenLine.m_colour[1] = g_camwindow_globals.color_selbrushes3d[1];
hiddenLine.m_colour[2] = g_camwindow_globals.color_selbrushes3d[2];
hiddenLine.m_colour[3] = 1;
hiddenLine.m_state = RENDER_CULLFACE | RENDER_DEPTHTEST | RENDER_COLOURWRITE | RENDER_OFFSETLINE | RENDER_LINESTIPPLE;
hiddenLine.m_sort = OpenGLState::eSortOverlayFirst + 1;
hiddenLine.m_depthfunc = GL_GREATER;
hiddenLine.m_linestipple_factor = 2;
}
else if ( string_equal( name + 1, "CAM_WORKZONE" ) ) {
state.m_state = RENDER_DEPTHTEST | RENDER_COLOURWRITE | RENDER_DEPTHWRITE | RENDER_BLEND | RENDER_COLOURARRAY | RENDER_OFFSETLINE | RENDER_SMOOTH;
state.m_sort = OpenGLState::eSortOverlayFirst + 3;
state.m_depthfunc = GL_LEQUAL;
}
else if ( string_equal( name + 1, "XY_OVERLAY" ) ) {
state.m_colour[0] = g_xywindow_globals.color_selbrushes[0];
state.m_colour[1] = g_xywindow_globals.color_selbrushes[1];
state.m_colour[2] = g_xywindow_globals.color_selbrushes[2];
state.m_colour[3] = 1;
state.m_state = RENDER_COLOURWRITE | RENDER_LINESTIPPLE;
state.m_sort = OpenGLState::eSortOverlayFirst;
state.m_linewidth = 2;
state.m_linestipple_factor = 3;
}
else if ( string_equal( name + 1, "DEBUG_CLIPPED" ) ) {
state.m_state = RENDER_COLOURARRAY | RENDER_COLOURWRITE | RENDER_DEPTHWRITE;
state.m_sort = OpenGLState::eSortLast;
}
else if ( string_equal( name + 1, "POINTFILE" ) ) {
state.m_colour[0] = 1;
state.m_colour[1] = 0;
state.m_colour[2] = 0;
state.m_colour[3] = 1;
state.m_state = RENDER_DEPTHTEST | RENDER_COLOURWRITE | RENDER_DEPTHWRITE;
state.m_sort = OpenGLState::eSortFullbright;
state.m_linewidth = 4;
}
#if 0
else if ( string_equal( name + 1, "LIGHT_SPHERE" ) ) {
state.m_colour[0] = .15f * .95f;
state.m_colour[1] = .15f * .95f;
state.m_colour[2] = .15f * .95f;
state.m_colour[3] = 1;
state.m_state = RENDER_CULLFACE | RENDER_DEPTHTEST | RENDER_BLEND | RENDER_FILL | RENDER_COLOURWRITE | RENDER_DEPTHWRITE;
state.m_blend_src = GL_ONE;
state.m_blend_dst = GL_ONE;
state.m_sort = OpenGLState::eSortTranslucent;
}
else if ( string_equal( name + 1, "Q3MAP2_LIGHT_SPHERE" ) ) {
state.m_colour[0] = .05f;
state.m_colour[1] = .05f;
state.m_colour[2] = .05f;
state.m_colour[3] = 1;
state.m_state = RENDER_CULLFACE | RENDER_DEPTHTEST | RENDER_BLEND | RENDER_FILL;
state.m_blend_src = GL_ONE;
state.m_blend_dst = GL_ONE;
state.m_sort = OpenGLState::eSortTranslucent;
}
#endif // 0
else if ( string_equal( name + 1, "PLANE_WIRE_OVERLAY" ) ) {
state.m_colour = Vector4( 1, 1, 0, 1 );
state.m_state = RENDER_COLOURWRITE | RENDER_DEPTHWRITE | RENDER_DEPTHTEST | RENDER_OFFSETLINE;
state.m_sort = OpenGLState::eSortGUI1;
state.m_depthfunc = GL_LEQUAL;
state.m_linewidth = 2;
OpenGLState& hiddenLine = appendDefaultPass();
hiddenLine.m_colour = state.m_colour;
hiddenLine.m_state = RENDER_COLOURWRITE | RENDER_DEPTHWRITE | RENDER_DEPTHTEST | RENDER_LINESTIPPLE;
hiddenLine.m_sort = OpenGLState::eSortGUI0;
hiddenLine.m_depthfunc = GL_GREATER;
hiddenLine.m_linestipple_factor = 2;
}
else if ( string_equal( name + 1, "WIRE_OVERLAY" ) ) {
#if 0
state.m_state = RENDER_COLOURARRAY | RENDER_COLOURWRITE | RENDER_DEPTHWRITE | RENDER_DEPTHTEST;
state.m_sort = OpenGLState::eSortOverlayFirst;
#else
state.m_state = RENDER_COLOURARRAY | RENDER_COLOURWRITE | RENDER_DEPTHWRITE | RENDER_DEPTHTEST;
state.m_sort = OpenGLState::eSortGUI1;
state.m_depthfunc = GL_LEQUAL;
OpenGLState& hiddenLine = appendDefaultPass();
hiddenLine.m_state = RENDER_COLOURARRAY | RENDER_COLOURWRITE | RENDER_DEPTHWRITE | RENDER_DEPTHTEST | RENDER_LINESTIPPLE;
hiddenLine.m_sort = OpenGLState::eSortGUI0;
hiddenLine.m_depthfunc = GL_GREATER;
#endif
}
else if ( string_equal( name + 1, "FLATSHADE_OVERLAY" ) ) {
state.m_state = RENDER_CULLFACE | RENDER_LIGHTING | RENDER_SMOOTH | RENDER_SCALED | RENDER_COLOURARRAY | RENDER_FILL | RENDER_COLOURWRITE | RENDER_DEPTHWRITE | RENDER_DEPTHTEST | RENDER_OVERRIDE;
state.m_sort = OpenGLState::eSortGUI1;
state.m_depthfunc = GL_LEQUAL;
OpenGLState& hiddenLine = appendDefaultPass();
hiddenLine.m_state = RENDER_CULLFACE | RENDER_LIGHTING | RENDER_SMOOTH | RENDER_SCALED | RENDER_COLOURARRAY | RENDER_FILL | RENDER_COLOURWRITE | RENDER_DEPTHWRITE | RENDER_DEPTHTEST | RENDER_OVERRIDE | RENDER_POLYGONSTIPPLE;
hiddenLine.m_sort = OpenGLState::eSortGUI0;
hiddenLine.m_depthfunc = GL_GREATER;
}
else if ( string_equal( name + 1, "CLIPPER_OVERLAY" ) ) {
state.m_colour[0] = g_xywindow_globals.color_clipper[0];
state.m_colour[1] = g_xywindow_globals.color_clipper[1];
state.m_colour[2] = g_xywindow_globals.color_clipper[2];
state.m_colour[3] = 1;
state.m_state = RENDER_CULLFACE | RENDER_COLOURWRITE | RENDER_DEPTHWRITE | RENDER_FILL | RENDER_POLYGONSTIPPLE;
state.m_sort = OpenGLState::eSortOverlayFirst;
}
else if ( string_equal( name + 1, "OVERBRIGHT" ) ) {
const float lightScale = 2;
state.m_colour[0] = lightScale * 0.5f;
state.m_colour[1] = lightScale * 0.5f;
state.m_colour[2] = lightScale * 0.5f;
state.m_colour[3] = 0.5;
state.m_state = RENDER_FILL | RENDER_BLEND | RENDER_COLOURWRITE | RENDER_SCREEN;
state.m_sort = OpenGLState::eSortOverbrighten;
state.m_blend_src = GL_DST_COLOR;
state.m_blend_dst = GL_SRC_COLOR;
}
else
{
// default to something recognisable.. =)
ERROR_MESSAGE( "hardcoded renderstate not found" );
state.m_colour[0] = 1;
state.m_colour[1] = 0;
state.m_colour[2] = 1;
state.m_colour[3] = 1;
state.m_state = RENDER_COLOURWRITE | RENDER_DEPTHWRITE;
state.m_sort = OpenGLState::eSortFirst;
}
break;
default:
// construction from IShader
m_shader = QERApp_Shader_ForName( name );
if ( g_ShaderCache->lightingEnabled() && m_shader->getBump() != 0 && m_shader->getBump()->texture_number != 0 ) { // is a bump shader
state.m_state = RENDER_FILL | RENDER_CULLFACE | RENDER_TEXTURE | RENDER_DEPTHTEST | RENDER_DEPTHWRITE | RENDER_COLOURWRITE | RENDER_PROGRAM;
state.m_colour[0] = 0;
state.m_colour[1] = 0;
state.m_colour[2] = 0;
state.m_colour[3] = 1;
state.m_sort = OpenGLState::eSortOpaque;
state.m_program = &g_depthFillGLSL;
OpenGLState& bumpPass = appendDefaultPass();
bumpPass.m_texture = m_shader->getDiffuse()->texture_number;
bumpPass.m_texture1 = m_shader->getBump()->texture_number;
bumpPass.m_texture2 = m_shader->getSpecular()->texture_number;
bumpPass.m_state = RENDER_BLEND | RENDER_FILL | RENDER_CULLFACE | RENDER_DEPTHTEST | RENDER_COLOURWRITE | RENDER_SMOOTH | RENDER_BUMP | RENDER_PROGRAM | RENDER_LIGHTING;
bumpPass.m_program = &g_bumpGLSL;
bumpPass.m_depthfunc = GL_LEQUAL;
bumpPass.m_sort = OpenGLState::eSortMultiFirst;
bumpPass.m_blend_src = GL_ONE;
bumpPass.m_blend_dst = GL_ONE;
}
else if( m_shader->getSkyBox() != nullptr && m_shader->getSkyBox()->texture_number != 0 )
{
state.m_texture = m_shader->getTexture()->texture_number;
state.m_textureSkyBox = m_shader->getSkyBox()->texture_number;
state.m_state = RENDER_FILL | RENDER_CULLFACE | RENDER_TEXTURE | RENDER_DEPTHTEST | RENDER_DEPTHWRITE | RENDER_COLOURWRITE | RENDER_PROGRAM;
state.m_colour.vec3() = m_shader->getTexture()->color;
state.m_colour[3] = 1.0f;
state.m_sort = OpenGLState::eSortFullbright;
state.m_program = &g_skyboxGLSL;
}
else
{
state.m_texture = m_shader->getTexture()->texture_number;
state.m_state = RENDER_FILL | RENDER_TEXTURE | RENDER_DEPTHTEST | RENDER_COLOURWRITE | RENDER_LIGHTING | RENDER_SMOOTH;
if ( ( m_shader->getFlags() & QER_CULL ) != 0 ) {
if ( m_shader->getCull() == IShader::eCullBack ) {
state.m_state |= RENDER_CULLFACE;
}
}
else
{
state.m_state |= RENDER_CULLFACE;
}
if ( ( m_shader->getFlags() & QER_ALPHATEST ) != 0 ) {
state.m_state |= RENDER_ALPHATEST;
IShader::EAlphaFunc alphafunc;
m_shader->getAlphaFunc( &alphafunc, &state.m_alpharef );
switch ( alphafunc )
{
case IShader::eAlways:
state.m_alphafunc = GL_ALWAYS;
break;
case IShader::eEqual:
state.m_alphafunc = GL_EQUAL;
break;
case IShader::eLess:
state.m_alphafunc = GL_LESS;
break;
case IShader::eGreater:
state.m_alphafunc = GL_GREATER;
break;
case IShader::eLEqual:
state.m_alphafunc = GL_LEQUAL;
break;
case IShader::eGEqual:
state.m_alphafunc = GL_GEQUAL;
break;
}
}
state.m_colour.vec3() = m_shader->getTexture()->color;
state.m_colour[3] = 1.0f;
if ( ( m_shader->getFlags() & QER_TRANS ) != 0 ) {
state.m_state |= RENDER_BLEND;
state.m_colour[3] = m_shader->getTrans();
state.m_sort = OpenGLState::eSortTranslucent;
BlendFunc blendFunc = m_shader->getBlendFunc();
state.m_blend_src = convertBlendFactor( blendFunc.m_src );
state.m_blend_dst = convertBlendFactor( blendFunc.m_dst );
state.m_depthfunc = GL_LEQUAL;
// if ( state.m_blend_src == GL_SRC_ALPHA || state.m_blend_dst == GL_SRC_ALPHA ) {
// state.m_state |= RENDER_DEPTHWRITE;
// }
}
else
{
state.m_state |= RENDER_DEPTHWRITE;
state.m_sort = OpenGLState::eSortFullbright;
}
}
}
}
#include "modulesystem/singletonmodule.h"
#include "modulesystem/moduleregistry.h"
class OpenGLStateLibraryAPI
{
OpenGLStateMap m_stateMap;
public:
typedef OpenGLStateLibrary Type;
STRING_CONSTANT( Name, "*" );
OpenGLStateLibraryAPI(){
g_openglStates = &m_stateMap;
}
~OpenGLStateLibraryAPI(){
g_openglStates = 0;
}
OpenGLStateLibrary* getTable(){
return &m_stateMap;
}
};
typedef SingletonModule<OpenGLStateLibraryAPI> OpenGLStateLibraryModule;
typedef Static<OpenGLStateLibraryModule> StaticOpenGLStateLibraryModule;
StaticRegisterModule staticRegisterOpenGLStateLibrary( StaticOpenGLStateLibraryModule::instance() );
class ShaderCacheDependencies : public GlobalShadersModuleRef, public GlobalTexturesModuleRef, public GlobalOpenGLStateLibraryModuleRef
{
public:
ShaderCacheDependencies() :
GlobalShadersModuleRef( GlobalRadiant().getRequiredGameDescriptionKeyValue( "shaders" ) ){
}
};
class ShaderCacheAPI
{
ShaderCache* m_shaderCache;
public:
typedef ShaderCache Type;
STRING_CONSTANT( Name, "*" );
ShaderCacheAPI(){
ShaderCache_Construct();
m_shaderCache = GetShaderCache();
}
~ShaderCacheAPI(){
ShaderCache_Destroy();
}
ShaderCache* getTable(){
return m_shaderCache;
}
};
typedef SingletonModule<ShaderCacheAPI, ShaderCacheDependencies> ShaderCacheModule;
typedef Static<ShaderCacheModule> StaticShaderCacheModule;
StaticRegisterModule staticRegisterShaderCache( StaticShaderCacheModule::instance() );