#include "xywindow.h"
-
#define DEBUG_RENDER 0
-inline void debug_string( const char* string ){
+inline void debug_string(const char *string)
+{
#if (DEBUG_RENDER)
- globalOutputStream() << string << "\n";
+ globalOutputStream() << string << "\n";
#endif
}
-inline void debug_int( const char* comment, int i ){
+inline void debug_int(const char *comment, int i)
+{
#if (DEBUG_RENDER)
- globalOutputStream() << comment << " " << i << "\n";
+ globalOutputStream() << comment << " " << i << "\n";
#endif
}
-inline void debug_colour( const char* comment ){
-#if ( DEBUG_RENDER )
- Vector4 v;
+inline void debug_colour(const char *comment)
+{
+#if (DEBUG_RENDER)
+ Vector4 v;
glGetFloatv( GL_CURRENT_COLOR, reinterpret_cast<float*>( &v ) );
globalOutputStream() << comment << " colour: "
<< v[0] << " "
std::size_t g_count_transforms;
Timer g_timer;
-inline void count_prim(){
- ++g_count_prims;
+inline void count_prim()
+{
+ ++g_count_prims;
}
-inline void count_state(){
- ++g_count_states;
+inline void count_state()
+{
+ ++g_count_states;
}
-inline void count_transform(){
- ++g_count_transforms;
+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();
+void Renderer_ResetStats()
+{
+ g_count_prims = 0;
+ g_count_states = 0;
+ g_count_transforms = 0;
+ g_timer.start();
}
-const char* Renderer_GetStats(){
- g_renderer_stats.clear();
- g_renderer_stats << "prims: " << Unsigned( g_count_prims )
- << " | states: " << Unsigned( g_count_states )
- << " | transforms: " << Unsigned( g_count_transforms )
- << " | msec: " << g_timer.elapsed_msec();
- return g_renderer_stats.c_str();
+const char *Renderer_GetStats()
+{
+ g_renderer_stats.clear();
+ g_renderer_stats << "prims: " << Unsigned(g_count_prims)
+ << " | states: " << Unsigned(g_count_states)
+ << " | transforms: " << Unsigned(g_count_transforms)
+ << " | msec: " << g_timer.elapsed_msec();
+ return g_renderer_stats.c_str();
}
-void printShaderLog( GLhandleARB object ){
- GLint log_length = 0;
- glGetObjectParameterivARB( object, GL_OBJECT_INFO_LOG_LENGTH_ARB, &log_length );
+void printShaderLog(GLhandleARB object)
+{
+ GLint log_length = 0;
+ glGetObjectParameterivARB(object, GL_OBJECT_INFO_LOG_LENGTH_ARB, &log_length);
- Array<char> log( log_length );
- glGetInfoLogARB( object, log_length, &log_length, log.data() );
+ Array<char> log(log_length);
+ glGetInfoLogARB(object, log_length, &log_length, log.data());
- globalErrorStream() << StringRange( log.begin(), log.begin() + log_length ) << "\n";
+ globalErrorStream() << StringRange(log.begin(), log.begin() + log_length) << "\n";
}
-void createShader( GLhandleARB program, const char* filename, GLenum type ){
- GLhandleARB shader = glCreateShaderObjectARB( type );
- GlobalOpenGL_debugAssertNoErrors();
+void createShader(GLhandleARB program, const char *filename, GLenum type)
+{
+ GLhandleARB shader = glCreateShaderObjectARB(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<GLcharARB> buffer( size );
- size = file.read( reinterpret_cast<StreamBase::byte_type*>( buffer.data() ), size );
-
- const GLcharARB* string = buffer.data();
- GLint length = GLint( size );
- glShaderSourceARB( shader, 1, &string, &length );
- }
+ // load shader
+ {
+ std::size_t size = file_size(filename);
+ FileInputStream file(filename);
+ ASSERT_MESSAGE(!file.failed(), "failed to open " << makeQuoted(filename));
+ Array<GLcharARB> buffer(size);
+ size = file.read(reinterpret_cast<StreamBase::byte_type *>( buffer.data()), size);
- // compile shader
- {
- glCompileShaderARB( shader );
+ const GLcharARB *string = buffer.data();
+ GLint length = GLint(size);
+ glShaderSourceARB(shader, 1, &string, &length);
+ }
- GLint compiled = 0;
- glGetObjectParameterivARB( shader, GL_OBJECT_COMPILE_STATUS_ARB, &compiled );
+ // compile shader
+ {
+ glCompileShaderARB(shader);
- if ( !compiled ) {
- printShaderLog( shader );
- }
+ GLint compiled = 0;
+ glGetObjectParameterivARB(shader, GL_OBJECT_COMPILE_STATUS_ARB, &compiled);
- ASSERT_MESSAGE( compiled, "shader compile failed: " << makeQuoted( filename ) );
- }
+ if (!compiled) {
+ printShaderLog(shader);
+ }
- // attach shader
- glAttachObjectARB( program, shader );
+ ASSERT_MESSAGE(compiled, "shader compile failed: " << makeQuoted(filename));
+ }
- glDeleteObjectARB( shader );
+ // attach shader
+ glAttachObjectARB(program, shader);
- GlobalOpenGL_debugAssertNoErrors();
+ glDeleteObjectARB(shader);
+
+ GlobalOpenGL_debugAssertNoErrors();
}
-void GLSLProgram_link( GLhandleARB program ){
- glLinkProgramARB( program );
+void GLSLProgram_link(GLhandleARB program)
+{
+ glLinkProgramARB(program);
- GLint linked = false;
- glGetObjectParameterivARB( program, GL_OBJECT_LINK_STATUS_ARB, &linked );
+ GLint linked = false;
+ glGetObjectParameterivARB(program, GL_OBJECT_LINK_STATUS_ARB, &linked);
- if ( !linked ) {
- printShaderLog( program );
- }
+ if (!linked) {
+ printShaderLog(program);
+ }
- ASSERT_MESSAGE( linked, "program link failed" );
+ ASSERT_MESSAGE(linked, "program link failed");
}
-void GLSLProgram_validate( GLhandleARB program ){
- glValidateProgramARB( program );
+void GLSLProgram_validate(GLhandleARB program)
+{
+ glValidateProgramARB(program);
- GLint validated = false;
- glGetObjectParameterivARB( program, GL_OBJECT_VALIDATE_STATUS_ARB, &validated );
+ GLint validated = false;
+ glGetObjectParameterivARB(program, GL_OBJECT_VALIDATE_STATUS_ARB, &validated);
- if ( !validated ) {
- printShaderLog( program );
- }
+ if (!validated) {
+ printShaderLog(program);
+ }
- ASSERT_MESSAGE( validated, "program validation failed" );
+ ASSERT_MESSAGE(validated, "program validation failed");
}
bool g_bumpGLSLPass_enabled = false;
bool g_depthfillPass_enabled = false;
-class GLSLBumpProgram : public GLProgram
-{
+class GLSLBumpProgram : public GLProgram {
public:
-GLhandleARB 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 = glCreateProgramObjectARB();
-
- // create shader
- {
- StringOutputStream filename( 256 );
- filename << GlobalRadiant().getAppPath() << "gl/lighting_DBS_omni_vp.glsl";
- createShader( m_program, filename.c_str(), GL_VERTEX_SHADER_ARB );
- filename.clear();
- filename << GlobalRadiant().getAppPath() << "gl/lighting_DBS_omni_fp.glsl";
- createShader( m_program, filename.c_str(), GL_FRAGMENT_SHADER_ARB );
- }
+ GLhandleARB 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 = glCreateProgramObjectARB();
+
+ // create shader
+ {
+ StringOutputStream filename(256);
+ filename << GlobalRadiant().getAppPath() << "gl/lighting_DBS_omni_vp.glsl";
+ createShader(m_program, filename.c_str(), GL_VERTEX_SHADER_ARB);
+ filename.clear();
+ filename << GlobalRadiant().getAppPath() << "gl/lighting_DBS_omni_fp.glsl";
+ createShader(m_program, filename.c_str(), GL_FRAGMENT_SHADER_ARB);
+ }
+
+ GLSLProgram_link(m_program);
+ GLSLProgram_validate(m_program);
+
+ glUseProgramObjectARB(m_program);
+
+ glBindAttribLocationARB(m_program, c_attr_TexCoord0, "attr_TexCoord0");
+ glBindAttribLocationARB(m_program, c_attr_Tangent, "attr_Tangent");
+ glBindAttribLocationARB(m_program, c_attr_Binormal, "attr_Binormal");
+
+ glUniform1iARB(glGetUniformLocationARB(m_program, "u_diffusemap"), 0);
+ glUniform1iARB(glGetUniformLocationARB(m_program, "u_bumpmap"), 1);
+ glUniform1iARB(glGetUniformLocationARB(m_program, "u_specularmap"), 2);
+ glUniform1iARB(glGetUniformLocationARB(m_program, "u_attenuationmap_xy"), 3);
+ glUniform1iARB(glGetUniformLocationARB(m_program, "u_attenuationmap_z"), 4);
+
+ u_view_origin = glGetUniformLocationARB(m_program, "u_view_origin");
+ u_light_origin = glGetUniformLocationARB(m_program, "u_light_origin");
+ u_light_color = glGetUniformLocationARB(m_program, "u_light_color");
+ u_bump_scale = glGetUniformLocationARB(m_program, "u_bump_scale");
+ u_specular_exponent = glGetUniformLocationARB(m_program, "u_specular_exponent");
+
+ glUseProgramObjectARB(0);
+
+ GlobalOpenGL_debugAssertNoErrors();
+ }
+
+ void destroy()
+ {
+ glDeleteObjectARB(m_program);
+ m_program = 0;
+ }
+
+ void enable()
+ {
+ glUseProgramObjectARB(m_program);
+
+ glEnableVertexAttribArrayARB(c_attr_TexCoord0);
+ glEnableVertexAttribArrayARB(c_attr_Tangent);
+ glEnableVertexAttribArrayARB(c_attr_Binormal);
+
+ GlobalOpenGL_debugAssertNoErrors();
+
+ debug_string("enable bump");
+ g_bumpGLSLPass_enabled = true;
+ }
+
+ void disable()
+ {
+ glUseProgramObjectARB(0);
+
+ glDisableVertexAttribArrayARB(c_attr_TexCoord0);
+ glDisableVertexAttribArrayARB(c_attr_Tangent);
+ glDisableVertexAttribArrayARB(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
+
+ glUniform3fARB(u_view_origin, localViewer.x(), localViewer.y(), localViewer.z());
+ glUniform3fARB(u_light_origin, localLight.x(), localLight.y(), localLight.z());
+ glUniform3fARB(u_light_color, colour.x(), colour.y(), colour.z());
+ glUniform1fARB(u_bump_scale, 1.0);
+ glUniform1fARB(u_specular_exponent, 32.0);
- GLSLProgram_link( m_program );
- GLSLProgram_validate( m_program );
+ glActiveTexture(GL_TEXTURE3);
+ glClientActiveTexture(GL_TEXTURE3);
- glUseProgramObjectARB( m_program );
-
- glBindAttribLocationARB( m_program, c_attr_TexCoord0, "attr_TexCoord0" );
- glBindAttribLocationARB( m_program, c_attr_Tangent, "attr_Tangent" );
- glBindAttribLocationARB( m_program, c_attr_Binormal, "attr_Binormal" );
-
- glUniform1iARB( glGetUniformLocationARB( m_program, "u_diffusemap" ), 0 );
- glUniform1iARB( glGetUniformLocationARB( m_program, "u_bumpmap" ), 1 );
- glUniform1iARB( glGetUniformLocationARB( m_program, "u_specularmap" ), 2 );
- glUniform1iARB( glGetUniformLocationARB( m_program, "u_attenuationmap_xy" ), 3 );
- glUniform1iARB( glGetUniformLocationARB( m_program, "u_attenuationmap_z" ), 4 );
-
- u_view_origin = glGetUniformLocationARB( m_program, "u_view_origin" );
- u_light_origin = glGetUniformLocationARB( m_program, "u_light_origin" );
- u_light_color = glGetUniformLocationARB( m_program, "u_light_color" );
- u_bump_scale = glGetUniformLocationARB( m_program, "u_bump_scale" );
- u_specular_exponent = glGetUniformLocationARB( m_program, "u_specular_exponent" );
-
- glUseProgramObjectARB( 0 );
-
- GlobalOpenGL_debugAssertNoErrors();
-}
-
-void destroy(){
- glDeleteObjectARB( m_program );
- m_program = 0;
-}
-
-void enable(){
- glUseProgramObjectARB( m_program );
-
- glEnableVertexAttribArrayARB( c_attr_TexCoord0 );
- glEnableVertexAttribArrayARB( c_attr_Tangent );
- glEnableVertexAttribArrayARB( c_attr_Binormal );
-
- GlobalOpenGL_debugAssertNoErrors();
-
- debug_string( "enable bump" );
- g_bumpGLSLPass_enabled = true;
-}
-
-void disable(){
- glUseProgramObjectARB( 0 );
-
- glDisableVertexAttribArrayARB( c_attr_TexCoord0 );
- glDisableVertexAttribArrayARB( c_attr_Tangent );
- glDisableVertexAttribArrayARB( 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
-
- glUniform3fARB( u_view_origin, localViewer.x(), localViewer.y(), localViewer.z() );
- glUniform3fARB( u_light_origin, localLight.x(), localLight.y(), localLight.z() );
- glUniform3fARB( u_light_color, colour.x(), colour.y(), colour.z() );
- glUniform1fARB( u_bump_scale, 1.0 );
- glUniform1fARB( u_specular_exponent, 32.0 );
-
- glActiveTexture( GL_TEXTURE3 );
- glClientActiveTexture( GL_TEXTURE3 );
-
- glMatrixMode( GL_TEXTURE );
- glLoadMatrixf( reinterpret_cast<const float*>( &local2light ) );
- glMatrixMode( GL_MODELVIEW );
+ glMatrixMode(GL_TEXTURE);
+ glLoadMatrixf(reinterpret_cast<const float *>( &local2light ));
+ glMatrixMode(GL_MODELVIEW);
- GlobalOpenGL_debugAssertNoErrors();
-}
+ GlobalOpenGL_debugAssertNoErrors();
+ }
};
GLSLBumpProgram g_bumpGLSL;
-class GLSLDepthFillProgram : public GLProgram
-{
+class GLSLDepthFillProgram : public GLProgram {
public:
-GLhandleARB m_program;
-
-void create(){
- // create program
- m_program = glCreateProgramObjectARB();
-
- // create shader
- {
- StringOutputStream filename( 256 );
- filename << GlobalRadiant().getAppPath() << "gl/zfill_vp.glsl";
- createShader( m_program, filename.c_str(), GL_VERTEX_SHADER_ARB );
- filename.clear();
- filename << GlobalRadiant().getAppPath() << "gl/zfill_fp.glsl";
- createShader( m_program, filename.c_str(), GL_FRAGMENT_SHADER_ARB );
- }
-
- GLSLProgram_link( m_program );
- GLSLProgram_validate( m_program );
-
- GlobalOpenGL_debugAssertNoErrors();
-}
-
-void destroy(){
- glDeleteObjectARB( m_program );
- m_program = 0;
-}
-void enable(){
- glUseProgramObjectARB( m_program );
- GlobalOpenGL_debugAssertNoErrors();
- debug_string( "enable depthfill" );
- g_depthfillPass_enabled = true;
-}
-void disable(){
- glUseProgramObjectARB( 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 ){
-}
+ GLhandleARB m_program;
+
+ void create()
+ {
+ // create program
+ m_program = glCreateProgramObjectARB();
+
+ // create shader
+ {
+ StringOutputStream filename(256);
+ filename << GlobalRadiant().getAppPath() << "gl/zfill_vp.glsl";
+ createShader(m_program, filename.c_str(), GL_VERTEX_SHADER_ARB);
+ filename.clear();
+ filename << GlobalRadiant().getAppPath() << "gl/zfill_fp.glsl";
+ createShader(m_program, filename.c_str(), GL_FRAGMENT_SHADER_ARB);
+ }
+
+ GLSLProgram_link(m_program);
+ GLSLProgram_validate(m_program);
+
+ GlobalOpenGL_debugAssertNoErrors();
+ }
+
+ void destroy()
+ {
+ glDeleteObjectARB(m_program);
+ m_program = 0;
+ }
+
+ void enable()
+ {
+ glUseProgramObjectARB(m_program);
+ GlobalOpenGL_debugAssertNoErrors();
+ debug_string("enable depthfill");
+ g_depthfillPass_enabled = true;
+ }
+
+ void disable()
+ {
+ glUseProgramObjectARB(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;
// ARB path
-void createProgram( const char* filename, GLenum type ){
- std::size_t size = file_size( filename );
- FileInputStream file( filename );
- ASSERT_MESSAGE( !file.failed(), "failed to open " << makeQuoted( filename ) );
- Array<GLcharARB> buffer( size );
- size = file.read( reinterpret_cast<StreamBase::byte_type*>( buffer.data() ), size );
+void createProgram(const char *filename, GLenum type)
+{
+ std::size_t size = file_size(filename);
+ FileInputStream file(filename);
+ ASSERT_MESSAGE(!file.failed(), "failed to open " << makeQuoted(filename));
+ Array<GLcharARB> buffer(size);
+ size = file.read(reinterpret_cast<StreamBase::byte_type *>( buffer.data()), size);
- glProgramStringARB( type, GL_PROGRAM_FORMAT_ASCII_ARB, GLsizei( size ), buffer.data() );
+ glProgramStringARB(type, GL_PROGRAM_FORMAT_ASCII_ARB, GLsizei(size), buffer.data());
- if ( GL_INVALID_OPERATION == glGetError() ) {
- GLint errPos;
- glGetIntegerv( GL_PROGRAM_ERROR_POSITION_ARB, &errPos );
- const GLubyte* errString = glGetString( GL_PROGRAM_ERROR_STRING_ARB );
+ if (GL_INVALID_OPERATION == glGetError()) {
+ GLint errPos;
+ glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
+ const GLubyte *errString = glGetString(GL_PROGRAM_ERROR_STRING_ARB);
- globalErrorStream() << reinterpret_cast<const char*>( filename ) << ":" << errPos << "\n" << reinterpret_cast<const char*>( errString );
+ globalErrorStream() << reinterpret_cast<const char *>( filename ) << ":" << errPos << "\n"
+ << reinterpret_cast<const char *>( errString );
- ERROR_MESSAGE( "error in gl program" );
- }
+ ERROR_MESSAGE("error in gl program");
+ }
}
-class ARBBumpProgram : public GLProgram
-{
+class ARBBumpProgram : public GLProgram {
public:
-GLuint m_vertex_program;
-GLuint m_fragment_program;
+ GLuint m_vertex_program;
+ GLuint m_fragment_program;
-void create(){
- glEnable( GL_VERTEX_PROGRAM_ARB );
- glEnable( GL_FRAGMENT_PROGRAM_ARB );
+ void create()
+ {
+ glEnable(GL_VERTEX_PROGRAM_ARB);
+ glEnable(GL_FRAGMENT_PROGRAM_ARB);
- {
- glGenProgramsARB( 1, &m_vertex_program );
- glBindProgramARB( GL_VERTEX_PROGRAM_ARB, m_vertex_program );
- StringOutputStream filename( 256 );
- filename << GlobalRadiant().getAppPath() << "gl/lighting_DBS_omni_vp.glp";
- createProgram( filename.c_str(), GL_VERTEX_PROGRAM_ARB );
+ {
+ glGenProgramsARB(1, &m_vertex_program);
+ glBindProgramARB(GL_VERTEX_PROGRAM_ARB, m_vertex_program);
+ StringOutputStream filename(256);
+ filename << GlobalRadiant().getAppPath() << "gl/lighting_DBS_omni_vp.glp";
+ createProgram(filename.c_str(), GL_VERTEX_PROGRAM_ARB);
- glGenProgramsARB( 1, &m_fragment_program );
- glBindProgramARB( GL_FRAGMENT_PROGRAM_ARB, m_fragment_program );
- filename.clear();
- filename << GlobalRadiant().getAppPath() << "gl/lighting_DBS_omni_fp.glp";
- createProgram( filename.c_str(), GL_FRAGMENT_PROGRAM_ARB );
- }
+ glGenProgramsARB(1, &m_fragment_program);
+ glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, m_fragment_program);
+ filename.clear();
+ filename << GlobalRadiant().getAppPath() << "gl/lighting_DBS_omni_fp.glp";
+ createProgram(filename.c_str(), GL_FRAGMENT_PROGRAM_ARB);
+ }
- glDisable( GL_VERTEX_PROGRAM_ARB );
- glDisable( GL_FRAGMENT_PROGRAM_ARB );
+ glDisable(GL_VERTEX_PROGRAM_ARB);
+ glDisable(GL_FRAGMENT_PROGRAM_ARB);
- GlobalOpenGL_debugAssertNoErrors();
-}
+ GlobalOpenGL_debugAssertNoErrors();
+ }
-void destroy(){
- glDeleteProgramsARB( 1, &m_vertex_program );
- glDeleteProgramsARB( 1, &m_fragment_program );
- GlobalOpenGL_debugAssertNoErrors();
-}
+ void destroy()
+ {
+ glDeleteProgramsARB(1, &m_vertex_program);
+ glDeleteProgramsARB(1, &m_fragment_program);
+ GlobalOpenGL_debugAssertNoErrors();
+ }
-void enable(){
- glEnable( GL_VERTEX_PROGRAM_ARB );
- glEnable( GL_FRAGMENT_PROGRAM_ARB );
- glBindProgramARB( GL_VERTEX_PROGRAM_ARB, m_vertex_program );
- glBindProgramARB( GL_FRAGMENT_PROGRAM_ARB, m_fragment_program );
+ void enable()
+ {
+ glEnable(GL_VERTEX_PROGRAM_ARB);
+ glEnable(GL_FRAGMENT_PROGRAM_ARB);
+ glBindProgramARB(GL_VERTEX_PROGRAM_ARB, m_vertex_program);
+ glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, m_fragment_program);
- glEnableVertexAttribArrayARB( 8 );
- glEnableVertexAttribArrayARB( 9 );
- glEnableVertexAttribArrayARB( 10 );
- glEnableVertexAttribArrayARB( 11 );
+ glEnableVertexAttribArrayARB(8);
+ glEnableVertexAttribArrayARB(9);
+ glEnableVertexAttribArrayARB(10);
+ glEnableVertexAttribArrayARB(11);
- GlobalOpenGL_debugAssertNoErrors();
-}
+ GlobalOpenGL_debugAssertNoErrors();
+ }
-void disable(){
- glDisable( GL_VERTEX_PROGRAM_ARB );
- glDisable( GL_FRAGMENT_PROGRAM_ARB );
+ void disable()
+ {
+ glDisable(GL_VERTEX_PROGRAM_ARB);
+ glDisable(GL_FRAGMENT_PROGRAM_ARB);
- glDisableVertexAttribArrayARB( 8 );
- glDisableVertexAttribArrayARB( 9 );
- glDisableVertexAttribArrayARB( 10 );
- glDisableVertexAttribArrayARB( 11 );
+ glDisableVertexAttribArrayARB(8);
+ glDisableVertexAttribArrayARB(9);
+ glDisableVertexAttribArrayARB(10);
+ glDisableVertexAttribArrayARB(11);
- GlobalOpenGL_debugAssertNoErrors();
-}
+ GlobalOpenGL_debugAssertNoErrors();
+ }
-void setParameters( const Vector3& viewer, const Matrix4& localToWorld, const Vector3& origin, const Vector3& colour, const Matrix4& world2light ){
- Matrix4 world2local( localToWorld );
- matrix4_affine_invert( world2local );
+ 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 localLight(origin);
+ matrix4_transform_point(world2local, localLight);
- Vector3 localViewer( viewer );
- matrix4_transform_point( world2local, localViewer );
+ Vector3 localViewer(viewer);
+ matrix4_transform_point(world2local, localViewer);
- Matrix4 local2light( world2light );
- matrix4_multiply_by_matrix4( local2light, localToWorld ); // local->world->light
+ Matrix4 local2light(world2light);
+ matrix4_multiply_by_matrix4(local2light, localToWorld); // local->world->light
- // view origin
- glProgramLocalParameter4fARB( GL_FRAGMENT_PROGRAM_ARB, 4, localViewer.x(), localViewer.y(), localViewer.z(), 0 );
+ // view origin
+ glProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 4, localViewer.x(), localViewer.y(), localViewer.z(), 0);
- // light origin
- glProgramLocalParameter4fARB( GL_FRAGMENT_PROGRAM_ARB, 2, localLight.x(), localLight.y(), localLight.z(), 1 );
+ // light origin
+ glProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 2, localLight.x(), localLight.y(), localLight.z(), 1);
- // light colour
- glProgramLocalParameter4fARB( GL_FRAGMENT_PROGRAM_ARB, 3, colour.x(), colour.y(), colour.z(), 0 );
+ // light colour
+ glProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 3, colour.x(), colour.y(), colour.z(), 0);
- // bump scale
- glProgramLocalParameter4fARB( GL_FRAGMENT_PROGRAM_ARB, 1, 1, 0, 0, 0 );
+ // bump scale
+ glProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 1, 1, 0, 0, 0);
- // specular exponent
- glProgramLocalParameter4fARB( GL_FRAGMENT_PROGRAM_ARB, 5, 32, 0, 0, 0 );
+ // specular exponent
+ glProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 5, 32, 0, 0, 0);
- glActiveTexture( GL_TEXTURE3 );
- glClientActiveTexture( GL_TEXTURE3 );
+ glActiveTexture(GL_TEXTURE3);
+ glClientActiveTexture(GL_TEXTURE3);
- glMatrixMode( GL_TEXTURE );
- glLoadMatrixf( reinterpret_cast<const float*>( &local2light ) );
- glMatrixMode( GL_MODELVIEW );
+ glMatrixMode(GL_TEXTURE);
+ glLoadMatrixf(reinterpret_cast<const float *>( &local2light ));
+ glMatrixMode(GL_MODELVIEW);
- GlobalOpenGL_debugAssertNoErrors();
-}
+ GlobalOpenGL_debugAssertNoErrors();
+ }
};
-class ARBDepthFillProgram : public GLProgram
-{
+class ARBDepthFillProgram : public GLProgram {
public:
-GLuint m_vertex_program;
-GLuint m_fragment_program;
-
-void create(){
- glEnable( GL_VERTEX_PROGRAM_ARB );
- glEnable( GL_FRAGMENT_PROGRAM_ARB );
-
- {
- glGenProgramsARB( 1, &m_vertex_program );
- glBindProgramARB( GL_VERTEX_PROGRAM_ARB, m_vertex_program );
- StringOutputStream filename( 256 );
- filename << GlobalRadiant().getAppPath() << "gl/zfill_vp.glp";
- createProgram( filename.c_str(), GL_VERTEX_PROGRAM_ARB );
-
- glGenProgramsARB( 1, &m_fragment_program );
- glBindProgramARB( GL_FRAGMENT_PROGRAM_ARB, m_fragment_program );
- filename.clear();
- filename << GlobalRadiant().getAppPath() << "gl/zfill_fp.glp";
- createProgram( filename.c_str(), GL_FRAGMENT_PROGRAM_ARB );
- }
-
- glDisable( GL_VERTEX_PROGRAM_ARB );
- glDisable( GL_FRAGMENT_PROGRAM_ARB );
-
- GlobalOpenGL_debugAssertNoErrors();
-}
-
-void destroy(){
- glDeleteProgramsARB( 1, &m_vertex_program );
- glDeleteProgramsARB( 1, &m_fragment_program );
- GlobalOpenGL_debugAssertNoErrors();
-}
-
-void enable(){
- glEnable( GL_VERTEX_PROGRAM_ARB );
- glEnable( GL_FRAGMENT_PROGRAM_ARB );
- glBindProgramARB( GL_VERTEX_PROGRAM_ARB, m_vertex_program );
- glBindProgramARB( GL_FRAGMENT_PROGRAM_ARB, m_fragment_program );
-
- GlobalOpenGL_debugAssertNoErrors();
-}
-
-void disable(){
- glDisable( GL_VERTEX_PROGRAM_ARB );
- glDisable( GL_FRAGMENT_PROGRAM_ARB );
-
- GlobalOpenGL_debugAssertNoErrors();
-}
-
-void setParameters( const Vector3& viewer, const Matrix4& localToWorld, const Vector3& origin, const Vector3& colour, const Matrix4& world2light ){
-}
+ GLuint m_vertex_program;
+ GLuint m_fragment_program;
+
+ void create()
+ {
+ glEnable(GL_VERTEX_PROGRAM_ARB);
+ glEnable(GL_FRAGMENT_PROGRAM_ARB);
+
+ {
+ glGenProgramsARB(1, &m_vertex_program);
+ glBindProgramARB(GL_VERTEX_PROGRAM_ARB, m_vertex_program);
+ StringOutputStream filename(256);
+ filename << GlobalRadiant().getAppPath() << "gl/zfill_vp.glp";
+ createProgram(filename.c_str(), GL_VERTEX_PROGRAM_ARB);
+
+ glGenProgramsARB(1, &m_fragment_program);
+ glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, m_fragment_program);
+ filename.clear();
+ filename << GlobalRadiant().getAppPath() << "gl/zfill_fp.glp";
+ createProgram(filename.c_str(), GL_FRAGMENT_PROGRAM_ARB);
+ }
+
+ glDisable(GL_VERTEX_PROGRAM_ARB);
+ glDisable(GL_FRAGMENT_PROGRAM_ARB);
+
+ GlobalOpenGL_debugAssertNoErrors();
+ }
+
+ void destroy()
+ {
+ glDeleteProgramsARB(1, &m_vertex_program);
+ glDeleteProgramsARB(1, &m_fragment_program);
+ GlobalOpenGL_debugAssertNoErrors();
+ }
+
+ void enable()
+ {
+ glEnable(GL_VERTEX_PROGRAM_ARB);
+ glEnable(GL_FRAGMENT_PROGRAM_ARB);
+ glBindProgramARB(GL_VERTEX_PROGRAM_ARB, m_vertex_program);
+ glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, m_fragment_program);
+
+ GlobalOpenGL_debugAssertNoErrors();
+ }
+
+ void disable()
+ {
+ glDisable(GL_VERTEX_PROGRAM_ARB);
+ glDisable(GL_FRAGMENT_PROGRAM_ARB);
+
+ GlobalOpenGL_debugAssertNoErrors();
+ }
+
+ void setParameters(const Vector3 &viewer, const Matrix4 &localToWorld, const Vector3 &origin, const Vector3 &colour,
+ const Matrix4 &world2light)
+ {
+ }
};
ARBBumpProgram g_bumpARB;
#if 0
-// NV20 path (unfinished)
+ // NV20 path (unfinished)
void createProgram( GLint program, const char* filename, GLenum type ){
std::size_t size = file_size( filename );
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;
- }
- //! 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;
+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;
+ }
+ //! 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_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_colour[0] = 1;
- state.m_colour[1] = 1;
- state.m_colour[2] = 1;
- state.m_colour[3] = 1;
+ 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_depthfunc = GL_LESS;
- state.m_blend_src = GL_SRC_ALPHA;
- state.m_blend_dst = GL_ONE_MINUS_SRC_ALPHA;
+ 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_alphafunc = GL_ALWAYS;
+ state.m_alpharef = 0;
- state.m_linewidth = 1;
- state.m_pointsize = 1;
+ state.m_linewidth = 1;
+ state.m_pointsize = 1;
- state.m_linestipple_factor = 1;
- state.m_linestipple_pattern = 0xaaaa;
+ state.m_linestipple_factor = 1;
+ state.m_linestipple_pattern = 0xaaaa;
- state.m_fog = OpenGLFogState();
+ state.m_fog = OpenGLFogState();
}
-
-
/// \brief A container of Renderable references.
/// May contain the same Renderable multiple times, with different transforms.
-class OpenGLStateBucket
-{
+class OpenGLStateBucket {
public:
-struct RenderTransform
-{
- const Matrix4* m_transform;
- const OpenGLRenderable *m_renderable;
- const RendererLight* m_light;
+ 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 ){
- }
-};
+ RenderTransform(const OpenGLRenderable &renderable, const Matrix4 &transform, const RendererLight *light)
+ : m_transform(&transform), m_renderable(&renderable), m_light(light)
+ {
+ }
+ };
-typedef std::vector<RenderTransform> Renderables;
+ typedef std::vector<RenderTransform> Renderables;
private:
-OpenGLState m_state;
-Renderables m_renderables;
+ 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 ) );
-}
+ OpenGLStateBucket()
+ {
+ }
-OpenGLState& state(){
- return m_state;
-}
+ 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 );
+ void render(OpenGLState ¤t, unsigned int globalstate, const Vector3 &viewer);
};
#define LIGHT_SHADER_DEBUG 0
#if LIGHT_SHADER_DEBUG
-typedef std::vector<Shader*> LightDebugShaders;
+ typedef std::vector<Shader*> LightDebugShaders;
LightDebugShaders g_lightDebugShaders;
#endif
-class OpenGLStateLess
-{
+class OpenGLStateLess {
public:
-bool operator()( const OpenGLState& self, const OpenGLState& other ) const {
- return OpenGLState_less( self, other );
-}
+ 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;
+typedef std::map<OpenGLStateReference, OpenGLStateBucket *, OpenGLStateLess> OpenGLStates;
OpenGLStates g_state_sorted;
-class OpenGLStateBucketAdd
-{
-OpenGLStateBucket& m_bucket;
-const OpenGLRenderable& m_renderable;
-const Matrix4& m_modelview;
+class OpenGLStateBucketAdd {
+ OpenGLStateBucket &m_bucket;
+ const OpenGLRenderable &m_renderable;
+ const Matrix4 &m_modelview;
public:
-using func = void(const RendererLight&);
+ using func = void(const RendererLight &);
-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 );
-}
+ 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;
+class CountLights {
+ std::size_t m_count;
public:
-using func = void(RendererLight&);
+ using func = void(RendererLight &);
-CountLights() : m_count( 0 ){
-}
-void operator()( const RendererLight& light ){
- ++m_count;
-}
-std::size_t count() const {
- return m_count;
-}
+ CountLights() : m_count(0)
+ {
+ }
+
+ void operator()(const RendererLight &light)
+ {
+ ++m_count;
+ }
+
+ std::size_t count() const
+ {
+ return m_count;
+ }
};
-class OpenGLShader : public Shader
-{
-typedef std::list<OpenGLStateBucket*> Passes;
-Passes m_passes;
-IShader* m_shader;
-std::size_t m_used;
-ModuleObservers m_observers;
+class OpenGLShader : 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 )
- {
+ 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 ( ( ( *i )->state().m_state & RENDER_BUMP ) != 0 ) {
if ( lights != 0 ) {
CountLights counter;
lights->forEachLight( makeCallback1( counter ) );
}
else
#else
- if ( ( ( *i )->state().m_state & RENDER_BUMP ) != 0 ) {
- if ( lights != 0 ) {
- OpenGLStateBucketAdd add( *( *i ), renderable, modelview );
- lights->forEachLight(makeCallback( add ) );
- }
- }
- else
+ if (((*i)->state().m_state & RENDER_BUMP) != 0) {
+ if (lights != 0) {
+ OpenGLStateBucketAdd add(*(*i), renderable, modelview);
+ lights->forEachLight(makeCallback(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;
-}
+ {
+ (*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 );
+inline bool lightEnabled(const RendererLight &light, const LightCullable &cullable)
+{
+ return cullable.testLight(light);
}
-typedef std::set<RendererLight*> RendererLights;
+typedef std::set<RendererLight *> RendererLights;
#define DEBUG_LIGHT_SYNC 0
-class LinearLightList : public LightList
-{
-LightCullable& m_cullable;
-RendererLights& m_allLights;
-Callback<void()> m_evaluateChanged;
+class LinearLightList : public LightList {
+ LightCullable &m_cullable;
+ RendererLights &m_allLights;
+ Callback<void()> m_evaluateChanged;
-typedef std::list<RendererLight*> Lights;
-mutable Lights m_lights;
-mutable bool m_lightsChanged;
+ typedef std::list<RendererLight *> Lights;
+ mutable Lights m_lights;
+ mutable bool m_lightsChanged;
public:
-LinearLightList( LightCullable& cullable, RendererLights& lights, const Callback<void()>& 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
+ LinearLightList(LightCullable &cullable, RendererLights &lights, const Callback<void()> &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 )
);
}
#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;
-}
-};
+ void forEachLight(const RendererLightCallback &callback) const
+ {
+ evaluateLights();
-inline void setFogState( const OpenGLFogState& state ){
- glFogi( GL_FOG_MODE, state.mode );
- glFogf( GL_FOG_DENSITY, state.density );
- glFogf( GL_FOG_START, state.start );
- glFogf( GL_FOG_END, state.end );
- glFogi( GL_FOG_INDEX, state.index );
- glFogfv( GL_FOG_COLOR, vector4_to_array( state.colour ) );
-}
+ for (Lights::const_iterator i = m_lights.begin(); i != m_lights.end(); ++i) {
+ callback(*(*i));
+ }
+ }
-#define DEBUG_SHADERS 0
+ void lightsChanged() const
+ {
+ m_lightsChanged = true;
+ }
+};
-class OpenGLShaderCache : public ShaderCache, public TexturesCacheObserver, public ModuleObserver
-{
-class CreateOpenGLShader
+inline void setFogState(const OpenGLFogState &state)
{
-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;
+ glFogi(GL_FOG_MODE, state.mode);
+ glFogf(GL_FOG_DENSITY, state.density);
+ glFogf(GL_FOG_START, state.start);
+ glFogf(GL_FOG_END, state.end);
+ glFogi(GL_FOG_INDEX, state.index);
+ glFogfv(GL_FOG_COLOR, vector4_to_array(state.colour));
}
-};
-typedef HashedCache<CopiedString, OpenGLShader, HashString, std::equal_to<CopiedString>, CreateOpenGLShader> Shaders;
-Shaders m_shaders;
-std::size_t m_unrealised;
+#define DEBUG_SHADERS 0
-bool m_lightingEnabled;
-bool m_lightingSupported;
-bool m_useShaderLanguage;
+class OpenGLShaderCache : 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;
+ bool m_lightingSupported;
+ bool m_useShaderLanguage;
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_lightingSupported( false ),
- m_useShaderLanguage( false ),
- 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.c_str() ) << "\n";
- }
-}
-Shader* capture( const char* name ){
- ASSERT_MESSAGE( name[0] == '$'
- || *name == '['
- || *name == '<'
- || *name == '('
- || strchr( name, '\\' ) == 0, "shader name contains invalid characters: \"" << name << "\"" );
+ OpenGLShaderCache()
+ : m_shaders(CreateOpenGLShader(this)),
+ m_unrealised(
+ 3), // wait until shaders, gl-context and textures are realised before creating any render-states
+ m_lightingEnabled(true),
+ m_lightingSupported(false),
+ m_useShaderLanguage(false),
+ m_lightsChanged(true),
+ m_traverseRenderablesMutex(false)
+ {
+ }
+
+ ~OpenGLShaderCache()
+ {
+ for (Shaders::iterator i = m_shaders.begin(); i != m_shaders.end(); ++i) {
+ globalOutputStream() << "leaked shader: " << makeQuoted((*i).key.c_str()) << "\n";
+ }
+ }
+
+ Shader *capture(const char *name)
+ {
+ ASSERT_MESSAGE(name[0] == '$'
+ || *name == '['
+ || *name == '<'
+ || *name == '('
+ || strchr(name, '\\') == 0, "shader name contains invalid characters: \"" << name << "\"");
#if DEBUG_SHADERS
- globalOutputStream() << "shaders capture: " << makeQuoted( name ) << '\n';
+ globalOutputStream() << "shaders capture: " << makeQuoted( name ) << '\n';
#endif
- return m_shaders.capture( name ).get();
-}
-void release( const char *name ){
+ return m_shaders.capture(name).get();
+ }
+
+ void release(const char *name)
+ {
#if DEBUG_SHADERS
- globalOutputStream() << "shaders release: " << makeQuoted( name ) << '\n';
+ globalOutputStream() << "shaders release: " << makeQuoted( name ) << '\n';
+#endif
+ m_shaders.release(name);
+ }
+
+ void
+ render(RenderStateFlags globalstate, const Matrix4 &modelview, const Matrix4 &projection, const Vector3 &viewer)
+ {
+ glMatrixMode(GL_PROJECTION);
+ glLoadMatrixf(reinterpret_cast<const float *>( &projection ));
+#if 0
+ //qglGetFloatv(GL_PROJECTION_MATRIX, reinterpret_cast<float*>(&projection));
#endif
- m_shaders.release( name );
-}
-void render( RenderStateFlags globalstate, const Matrix4& modelview, const Matrix4& projection, const Vector3& viewer ){
- glMatrixMode( GL_PROJECTION );
- glLoadMatrixf( reinterpret_cast<const float*>( &projection ) );
- #if 0
- //qglGetFloatv(GL_PROJECTION_MATRIX, reinterpret_cast<float*>(&projection));
- #endif
-
- glMatrixMode( GL_MODELVIEW );
- 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
- glFrontFace( GL_CW );
- glCullFace( GL_BACK );
- 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
- };
- glPolygonStipple( pattern );
- }
- glEnableClientState( GL_VERTEX_ARRAY );
- g_vertexArray_enabled = true;
- glColorMaterial( GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE );
-
- if ( GlobalOpenGL().GL_1_3() ) {
- glActiveTexture( GL_TEXTURE0 );
- glClientActiveTexture( GL_TEXTURE0 );
- }
-
- if ( GlobalOpenGL().ARB_shader_objects() ) {
- glUseProgramObjectARB( 0 );
- glDisableVertexAttribArrayARB( c_attr_TexCoord0 );
- glDisableVertexAttribArrayARB( c_attr_Tangent );
- glDisableVertexAttribArrayARB( c_attr_Binormal );
- }
-
- if ( globalstate & RENDER_TEXTURE ) {
- glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
- glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
- }
-
- OpenGLState current;
- OpenGLState_constructDefault( current );
- current.m_sort = OpenGLState::eSortFirst;
-
- // default renderstate settings
- glLineStipple( current.m_linestipple_factor, current.m_linestipple_pattern );
- glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
- glDisable( GL_LIGHTING );
- glDisable( GL_TEXTURE_2D );
- glDisableClientState( GL_TEXTURE_COORD_ARRAY );
- g_texcoordArray_enabled = false;
- glDisableClientState( GL_COLOR_ARRAY );
- g_colorArray_enabled = false;
- glDisableClientState( GL_NORMAL_ARRAY );
- g_normalArray_enabled = false;
- glDisable( GL_BLEND );
- glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
- glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
- glDisable( GL_CULL_FACE );
- glShadeModel( GL_FLAT );
- glDisable( GL_DEPTH_TEST );
- glDepthMask( GL_FALSE );
- glDisable( GL_ALPHA_TEST );
- glDisable( GL_LINE_STIPPLE );
- glDisable( GL_POLYGON_STIPPLE );
- glDisable( GL_POLYGON_OFFSET_LINE );
-
- glBindTexture( GL_TEXTURE_2D, 0 );
- glColor4f( 1,1,1,1 );
- glDepthFunc( GL_LESS );
- glAlphaFunc( GL_ALWAYS, 0 );
- glLineWidth( 1 );
- glPointSize( 1 );
-
- glHint( GL_FOG_HINT, GL_NICEST );
- 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" );
-}
-void realise(){
- if ( --m_unrealised == 0 ) {
- if ( lightingSupported() && lightingEnabled() ) {
- if ( useShaderLanguage() ) {
- g_bumpGLSL.create();
- g_depthFillGLSL.create();
- }
- else
- {
- g_bumpARB.create();
- g_depthFillARB.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 && lightingSupported() && lightingEnabled() ) {
- if ( useShaderLanguage() ) {
- g_bumpGLSL.destroy();
- g_depthFillGLSL.destroy();
- }
- else
- {
- g_bumpARB.destroy();
- g_depthFillARB.destroy();
- }
- }
- }
-}
-bool realised(){
- return m_unrealised == 0;
-}
-
-
-bool lightingEnabled() const {
- return m_lightingEnabled;
-}
-bool lightingSupported() const {
- return m_lightingSupported;
-}
-bool useShaderLanguage() const {
- return m_useShaderLanguage;
-}
-void setLighting( bool supported, bool enabled ){
- bool refresh = ( m_lightingSupported && m_lightingEnabled ) != ( supported && enabled );
- if ( refresh ) {
- unrealise();
- GlobalShaderSystem().setLightingEnabled( supported && enabled );
- }
+ glMatrixMode(GL_MODELVIEW);
+ glLoadMatrixf(reinterpret_cast<const float *>( &modelview ));
+#if 0
+ //qglGetFloatv(GL_MODELVIEW_MATRIX, reinterpret_cast<float*>(&modelview));
+#endif
- m_lightingSupported = supported;
- m_lightingEnabled = enabled;
-
- if ( refresh ) {
- realise();
- }
-}
-void extensionsInitialised(){
- setLighting( GlobalOpenGL().GL_1_3()
- && GlobalOpenGL().ARB_vertex_program()
- && GlobalOpenGL().ARB_fragment_program()
- && GlobalOpenGL().ARB_shader_objects()
- && GlobalOpenGL().ARB_vertex_shader()
- && GlobalOpenGL().ARB_fragment_shader()
- && GlobalOpenGL().ARB_shading_language_100(),
- m_lightingEnabled
- );
-
- if ( !lightingSupported() ) {
- globalOutputStream() << "Lighting mode requires OpenGL features not supported by your graphics drivers:\n";
- if ( !GlobalOpenGL().GL_1_3() ) {
- globalOutputStream() << " GL version 1.3 or better\n";
- }
- if ( !GlobalOpenGL().ARB_vertex_program() ) {
- globalOutputStream() << " GL_ARB_vertex_program\n";
- }
- if ( !GlobalOpenGL().ARB_fragment_program() ) {
- globalOutputStream() << " GL_ARB_fragment_program\n";
- }
- if ( !GlobalOpenGL().ARB_shader_objects() ) {
- globalOutputStream() << " GL_ARB_shader_objects\n";
- }
- if ( !GlobalOpenGL().ARB_vertex_shader() ) {
- globalOutputStream() << " GL_ARB_vertex_shader\n";
- }
- if ( !GlobalOpenGL().ARB_fragment_shader() ) {
- globalOutputStream() << " GL_ARB_fragment_shader\n";
- }
- if ( !GlobalOpenGL().ARB_shading_language_100() ) {
- globalOutputStream() << " GL_ARB_shading_language_100\n";
- }
- }
-}
-void setLightingEnabled( bool enabled ){
- setLighting( m_lightingSupported, enabled );
-}
+ ASSERT_MESSAGE(realised(), "render states are not realised");
+
+ // global settings that are not set in renderstates
+ glFrontFace(GL_CW);
+ glCullFace(GL_BACK);
+ 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
+ };
+ glPolygonStipple(pattern);
+ }
+ glEnableClientState(GL_VERTEX_ARRAY);
+ g_vertexArray_enabled = true;
+ glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
+
+ if (GlobalOpenGL().GL_1_3()) {
+ glActiveTexture(GL_TEXTURE0);
+ glClientActiveTexture(GL_TEXTURE0);
+ }
+
+ if (GlobalOpenGL().ARB_shader_objects()) {
+ glUseProgramObjectARB(0);
+ glDisableVertexAttribArrayARB(c_attr_TexCoord0);
+ glDisableVertexAttribArrayARB(c_attr_Tangent);
+ glDisableVertexAttribArrayARB(c_attr_Binormal);
+ }
+
+ if (globalstate & RENDER_TEXTURE) {
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
+ }
+
+ OpenGLState current;
+ OpenGLState_constructDefault(current);
+ current.m_sort = OpenGLState::eSortFirst;
+
+ // default renderstate settings
+ glLineStipple(current.m_linestipple_factor, current.m_linestipple_pattern);
+ glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
+ glDisable(GL_LIGHTING);
+ glDisable(GL_TEXTURE_2D);
+ glDisableClientState(GL_TEXTURE_COORD_ARRAY);
+ g_texcoordArray_enabled = false;
+ glDisableClientState(GL_COLOR_ARRAY);
+ g_colorArray_enabled = false;
+ glDisableClientState(GL_NORMAL_ARRAY);
+ g_normalArray_enabled = false;
+ glDisable(GL_BLEND);
+ glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glDisable(GL_CULL_FACE);
+ glShadeModel(GL_FLAT);
+ glDisable(GL_DEPTH_TEST);
+ glDepthMask(GL_FALSE);
+ glDisable(GL_ALPHA_TEST);
+ glDisable(GL_LINE_STIPPLE);
+ glDisable(GL_POLYGON_STIPPLE);
+ glDisable(GL_POLYGON_OFFSET_LINE);
+
+ glBindTexture(GL_TEXTURE_2D, 0);
+ glColor4f(1, 1, 1, 1);
+ glDepthFunc(GL_LESS);
+ glAlphaFunc(GL_ALWAYS, 0);
+ glLineWidth(1);
+ glPointSize(1);
+
+ glHint(GL_FOG_HINT, GL_NICEST);
+ 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");
+ }
+
+ void realise()
+ {
+ if (--m_unrealised == 0) {
+ if (lightingSupported() && lightingEnabled()) {
+ if (useShaderLanguage()) {
+ g_bumpGLSL.create();
+ g_depthFillGLSL.create();
+ } else {
+ g_bumpARB.create();
+ g_depthFillARB.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 && lightingSupported() && lightingEnabled()) {
+ if (useShaderLanguage()) {
+ g_bumpGLSL.destroy();
+ g_depthFillGLSL.destroy();
+ } else {
+ g_bumpARB.destroy();
+ g_depthFillARB.destroy();
+ }
+ }
+ }
+ }
+
+ bool realised()
+ {
+ return m_unrealised == 0;
+ }
+
+
+ bool lightingEnabled() const
+ {
+ return m_lightingEnabled;
+ }
+
+ bool lightingSupported() const
+ {
+ return m_lightingSupported;
+ }
+
+ bool useShaderLanguage() const
+ {
+ return m_useShaderLanguage;
+ }
+
+ void setLighting(bool supported, bool enabled)
+ {
+ bool refresh = (m_lightingSupported && m_lightingEnabled) != (supported && enabled);
+
+ if (refresh) {
+ unrealise();
+ GlobalShaderSystem().setLightingEnabled(supported && enabled);
+ }
+
+ m_lightingSupported = supported;
+ m_lightingEnabled = enabled;
+
+ if (refresh) {
+ realise();
+ }
+ }
+
+ void extensionsInitialised()
+ {
+ setLighting(GlobalOpenGL().GL_1_3()
+ && GlobalOpenGL().ARB_vertex_program()
+ && GlobalOpenGL().ARB_fragment_program()
+ && GlobalOpenGL().ARB_shader_objects()
+ && GlobalOpenGL().ARB_vertex_shader()
+ && GlobalOpenGL().ARB_fragment_shader()
+ && GlobalOpenGL().ARB_shading_language_100(),
+ m_lightingEnabled
+ );
+
+ if (!lightingSupported()) {
+ globalOutputStream() << "Lighting mode requires OpenGL features not supported by your graphics drivers:\n";
+ if (!GlobalOpenGL().GL_1_3()) {
+ globalOutputStream() << " GL version 1.3 or better\n";
+ }
+ if (!GlobalOpenGL().ARB_vertex_program()) {
+ globalOutputStream() << " GL_ARB_vertex_program\n";
+ }
+ if (!GlobalOpenGL().ARB_fragment_program()) {
+ globalOutputStream() << " GL_ARB_fragment_program\n";
+ }
+ if (!GlobalOpenGL().ARB_shader_objects()) {
+ globalOutputStream() << " GL_ARB_shader_objects\n";
+ }
+ if (!GlobalOpenGL().ARB_vertex_shader()) {
+ globalOutputStream() << " GL_ARB_vertex_shader\n";
+ }
+ if (!GlobalOpenGL().ARB_fragment_shader()) {
+ globalOutputStream() << " GL_ARB_fragment_shader\n";
+ }
+ if (!GlobalOpenGL().ARB_shading_language_100()) {
+ globalOutputStream() << " GL_ARB_shading_language_100\n";
+ }
+ }
+ }
+
+ void setLightingEnabled(bool enabled)
+ {
+ setLighting(m_lightingSupported, enabled);
+ }
// 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 ){
- ASSERT_MESSAGE( m_lights.find( &light ) == m_lights.end(), "light could not be attached" );
- m_lights.insert( &light );
- changed( light );
-}
-void detach( RendererLight& light ){
- ASSERT_MESSAGE( m_lights.find( &light ) != m_lights.end(), "light could not be detached" );
- m_lights.erase( &light );
- 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, void(), &OpenGLShaderCache::evaluateChanged> EvaluateChangedCaller;
-
-typedef std::set<const Renderable*> Renderables;
-Renderables m_renderables;
-mutable bool m_traverseRenderablesMutex;
+ 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)
+ {
+ ASSERT_MESSAGE(m_lights.find(&light) == m_lights.end(), "light could not be attached");
+ m_lights.insert(&light);
+ changed(light);
+ }
+
+ void detach(RendererLight &light)
+ {
+ ASSERT_MESSAGE(m_lights.find(&light) != m_lights.end(), "light could not be detached");
+ m_lights.erase(&light);
+ 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, void(), &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" );
- ASSERT_MESSAGE( m_renderables.find( &renderable ) == m_renderables.end(), "renderable could not be attached" );
- m_renderables.insert( &renderable );
-}
-void detachRenderable( const Renderable& renderable ){
- ASSERT_MESSAGE( !m_traverseRenderablesMutex, "detaching renderable during traversal" );
- ASSERT_MESSAGE( m_renderables.find( &renderable ) != m_renderables.end(), "renderable could not be detached" );
- m_renderables.erase( &renderable );
-}
-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;
-}
+ void attachRenderable(const Renderable &renderable)
+ {
+ ASSERT_MESSAGE(!m_traverseRenderablesMutex, "attaching renderable during traversal");
+ ASSERT_MESSAGE(m_renderables.find(&renderable) == m_renderables.end(), "renderable could not be attached");
+ m_renderables.insert(&renderable);
+ }
+
+ void detachRenderable(const Renderable &renderable)
+ {
+ ASSERT_MESSAGE(!m_traverseRenderablesMutex, "detaching renderable during traversal");
+ ASSERT_MESSAGE(m_renderables.find(&renderable) != m_renderables.end(), "renderable could not be detached");
+ m_renderables.erase(&renderable);
+ }
+
+ 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;
+static OpenGLShaderCache *g_ShaderCache;
-void ShaderCache_extensionsInitialised(){
- g_ShaderCache->extensionsInitialised();
+void ShaderCache_extensionsInitialised()
+{
+ g_ShaderCache->extensionsInitialised();
}
-void ShaderCache_setBumpEnabled( bool enabled ){
- g_ShaderCache->setLightingEnabled( enabled );
+void ShaderCache_setBumpEnabled(bool enabled)
+{
+ g_ShaderCache->setLightingEnabled(enabled);
}
Vector3 g_DebugShaderColours[256];
-Shader* g_defaultPointLight = 0;
+Shader *g_defaultPointLight = 0;
-void ShaderCache_Construct(){
- g_ShaderCache = new OpenGLShaderCache;
- GlobalTexturesCache().attach( *g_ShaderCache );
- GlobalShaderSystem().attach( *g_ShaderCache );
+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( "$OVERBRIGHT" );
+ if (g_pGameDescription->mGameType == "doom3") {
+ g_defaultPointLight = g_ShaderCache->capture("lights/defaultPointLight");
+ //Shader* overbright =
+ g_ShaderCache->capture("$OVERBRIGHT");
#if LIGHT_SHADER_DEBUG
- for ( std::size_t i = 0; i < 256; ++i )
+ for ( std::size_t i = 0; i < 256; ++i )
{
g_DebugShaderColours[i] = Vector3( i / 256.0, i / 256.0, i / 256.0 );
}
buffer.clear();
}
#endif
- }
+ }
}
-void ShaderCache_Destroy(){
- if ( g_pGameDescription->mGameType == "doom3" ) {
- g_ShaderCache->release( "lights/defaultPointLight" );
- g_ShaderCache->release( "$OVERBRIGHT" );
- g_defaultPointLight = 0;
+void ShaderCache_Destroy()
+{
+ if (g_pGameDescription->mGameType == "doom3") {
+ g_ShaderCache->release("lights/defaultPointLight");
+ g_ShaderCache->release("$OVERBRIGHT");
+ g_defaultPointLight = 0;
#if LIGHT_SHADER_DEBUG
- g_lightDebugShaders.clear();
+ g_lightDebugShaders.clear();
StringOutputStream buffer( 256 );
for ( std::size_t i = 0; i < 256; ++i )
{
g_ShaderCache->release( buffer.c_str() );
}
#endif
- }
+ }
- GlobalShaderSystem().detach( *g_ShaderCache );
- GlobalTexturesCache().detach( *g_ShaderCache );
- delete g_ShaderCache;
+ GlobalShaderSystem().detach(*g_ShaderCache);
+ GlobalTexturesCache().detach(*g_ShaderCache);
+ delete g_ShaderCache;
}
-ShaderCache* GetShaderCache(){
- return g_ShaderCache;
+ShaderCache *GetShaderCache()
+{
+ return g_ShaderCache;
}
-inline void setTextureState( GLint& current, const GLint& texture, GLenum textureUnit ){
- if ( texture != current ) {
- glActiveTexture( textureUnit );
- glClientActiveTexture( textureUnit );
- glBindTexture( GL_TEXTURE_2D, texture );
- GlobalOpenGL_debugAssertNoErrors();
- current = texture;
- }
+inline void setTextureState(GLint ¤t, const GLint &texture, GLenum textureUnit)
+{
+ if (texture != current) {
+ glActiveTexture(textureUnit);
+ glClientActiveTexture(textureUnit);
+ glBindTexture(GL_TEXTURE_2D, texture);
+ GlobalOpenGL_debugAssertNoErrors();
+ current = texture;
+ }
}
-inline void setTextureState( GLint& current, const GLint& texture ){
- if ( texture != current ) {
- glBindTexture( GL_TEXTURE_2D, texture );
- GlobalOpenGL_debugAssertNoErrors();
- current = texture;
- }
+inline void setTextureState(GLint ¤t, const GLint &texture)
+{
+ if (texture != current) {
+ 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 ) {
- glEnable( glflag );
- GlobalOpenGL_debugAssertNoErrors();
- }
- else if ( delta & ~state & flag ) {
- glDisable( glflag );
- GlobalOpenGL_debugAssertNoErrors();
- }
+inline void setState(unsigned int state, unsigned int delta, unsigned int flag, GLenum glflag)
+{
+ if (delta & state & flag) {
+ glEnable(glflag);
+ GlobalOpenGL_debugAssertNoErrors();
+ } else if (delta & ~state & flag) {
+ 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 | RENDER_DEPTHWRITE;
- }
-
- const unsigned int state = self.m_state & globalstate;
- const unsigned int delta = state ^ current.m_state;
-
- 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();
- 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);
- glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
- GlobalOpenGL_debugAssertNoErrors();
- }
- else if ( delta & ~state & RENDER_FILL ) {
- glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
- GlobalOpenGL_debugAssertNoErrors();
- }
-
- setState( state, delta, RENDER_OFFSETLINE, GL_POLYGON_OFFSET_LINE );
-
- if ( delta & state & RENDER_LIGHTING ) {
- glEnable( GL_LIGHTING );
- glEnable( GL_COLOR_MATERIAL );
- glEnable( GL_RESCALE_NORMAL );
- glEnableClientState( GL_NORMAL_ARRAY );
- GlobalOpenGL_debugAssertNoErrors();
- g_normalArray_enabled = true;
- }
- else if ( delta & ~state & RENDER_LIGHTING ) {
- glDisable( GL_LIGHTING );
- glDisable( GL_COLOR_MATERIAL );
- glDisable( GL_RESCALE_NORMAL );
- glDisableClientState( GL_NORMAL_ARRAY );
- GlobalOpenGL_debugAssertNoErrors();
- g_normalArray_enabled = false;
- }
-
- if ( delta & state & RENDER_TEXTURE ) {
- GlobalOpenGL_debugAssertNoErrors();
-
- if ( GlobalOpenGL().GL_1_3() ) {
- glActiveTexture( GL_TEXTURE0 );
- glClientActiveTexture( GL_TEXTURE0 );
- }
-
- glEnable( GL_TEXTURE_2D );
-
- glColor4f( 1,1,1,self.m_colour[3] );
- debug_colour( "setting texture" );
-
- glEnableClientState( GL_TEXTURE_COORD_ARRAY );
- GlobalOpenGL_debugAssertNoErrors();
- g_texcoordArray_enabled = true;
- }
- else if ( delta & ~state & RENDER_TEXTURE ) {
- if ( GlobalOpenGL().GL_1_3() ) {
- glActiveTexture( GL_TEXTURE0 );
- glClientActiveTexture( GL_TEXTURE0 );
- }
-
- glDisable( GL_TEXTURE_2D );
- glBindTexture( GL_TEXTURE_2D, 0 );
- glDisableClientState( GL_TEXTURE_COORD_ARRAY );
-
- GlobalOpenGL_debugAssertNoErrors();
- g_texcoordArray_enabled = false;
- }
-
- if ( delta & state & RENDER_BLEND ) {
+void OpenGLState_apply(const OpenGLState &self, OpenGLState ¤t, 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 | RENDER_DEPTHWRITE;
+ }
+
+ const unsigned int state = self.m_state & globalstate;
+ const unsigned int delta = state ^current.m_state;
+
+ 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();
+ 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);
+ glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
+ GlobalOpenGL_debugAssertNoErrors();
+ } else if (delta & ~state & RENDER_FILL) {
+ glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
+ GlobalOpenGL_debugAssertNoErrors();
+ }
+
+ setState(state, delta, RENDER_OFFSETLINE, GL_POLYGON_OFFSET_LINE);
+
+ if (delta & state & RENDER_LIGHTING) {
+ glEnable(GL_LIGHTING);
+ glEnable(GL_COLOR_MATERIAL);
+ glEnable(GL_RESCALE_NORMAL);
+ glEnableClientState(GL_NORMAL_ARRAY);
+ GlobalOpenGL_debugAssertNoErrors();
+ g_normalArray_enabled = true;
+ } else if (delta & ~state & RENDER_LIGHTING) {
+ glDisable(GL_LIGHTING);
+ glDisable(GL_COLOR_MATERIAL);
+ glDisable(GL_RESCALE_NORMAL);
+ glDisableClientState(GL_NORMAL_ARRAY);
+ GlobalOpenGL_debugAssertNoErrors();
+ g_normalArray_enabled = false;
+ }
+
+ if (delta & state & RENDER_TEXTURE) {
+ GlobalOpenGL_debugAssertNoErrors();
+
+ if (GlobalOpenGL().GL_1_3()) {
+ glActiveTexture(GL_TEXTURE0);
+ glClientActiveTexture(GL_TEXTURE0);
+ }
+
+ glEnable(GL_TEXTURE_2D);
+
+ glColor4f(1, 1, 1, self.m_colour[3]);
+ debug_colour("setting texture");
+
+ glEnableClientState(GL_TEXTURE_COORD_ARRAY);
+ GlobalOpenGL_debugAssertNoErrors();
+ g_texcoordArray_enabled = true;
+ } else if (delta & ~state & RENDER_TEXTURE) {
+ if (GlobalOpenGL().GL_1_3()) {
+ glActiveTexture(GL_TEXTURE0);
+ glClientActiveTexture(GL_TEXTURE0);
+ }
+
+ glDisable(GL_TEXTURE_2D);
+ glBindTexture(GL_TEXTURE_2D, 0);
+ 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
- glEnable( GL_BLEND );
- if ( GlobalOpenGL().GL_1_3() ) {
- glActiveTexture( GL_TEXTURE0 );
- }
- glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL );
- GlobalOpenGL_debugAssertNoErrors();
- }
- else if ( delta & ~state & RENDER_BLEND ) {
- glDisable( GL_BLEND );
- if ( GlobalOpenGL().GL_1_3() ) {
- glActiveTexture( GL_TEXTURE0 );
- }
- 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 ) {
- glShadeModel( GL_SMOOTH );
- GlobalOpenGL_debugAssertNoErrors();
- }
- else if ( delta & ~state & RENDER_SMOOTH ) {
- 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 ) {
- glDepthMask( GL_TRUE );
+ glEnable(GL_BLEND);
+ if (GlobalOpenGL().GL_1_3()) {
+ glActiveTexture(GL_TEXTURE0);
+ }
+ glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
+ GlobalOpenGL_debugAssertNoErrors();
+ } else if (delta & ~state & RENDER_BLEND) {
+ glDisable(GL_BLEND);
+ if (GlobalOpenGL().GL_1_3()) {
+ glActiveTexture(GL_TEXTURE0);
+ }
+ 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) {
+ glShadeModel(GL_SMOOTH);
+ GlobalOpenGL_debugAssertNoErrors();
+ } else if (delta & ~state & RENDER_SMOOTH) {
+ 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) {
+ glDepthMask(GL_TRUE);
#if DEBUG_RENDER
- GLboolean depthEnabled;
+ GLboolean depthEnabled;
glGetBooleanv( GL_DEPTH_WRITEMASK, &depthEnabled );
ASSERT_MESSAGE( depthEnabled, "failed to set depth buffer mask bit" );
#endif
- debug_string( "enabled depth-buffer writing" );
+ debug_string("enabled depth-buffer writing");
- GlobalOpenGL_debugAssertNoErrors();
- }
- else if ( delta & ~state & RENDER_DEPTHWRITE ) {
- glDepthMask( GL_FALSE );
+ GlobalOpenGL_debugAssertNoErrors();
+ } else if (delta & ~state & RENDER_DEPTHWRITE) {
+ glDepthMask(GL_FALSE);
#if DEBUG_RENDER
- GLboolean depthEnabled;
+ GLboolean depthEnabled;
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 ) {
- glColorMask( GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE );
- GlobalOpenGL_debugAssertNoErrors();
- }
- else if ( delta & ~state & RENDER_COLOURWRITE ) {
- glColorMask( GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE );
- GlobalOpenGL_debugAssertNoErrors();
- }
-
- setState( state, delta, RENDER_ALPHATEST, GL_ALPHA_TEST );
-
- if ( delta & state & RENDER_COLOURARRAY ) {
- glEnableClientState( GL_COLOR_ARRAY );
- GlobalOpenGL_debugAssertNoErrors();
- debug_colour( "enabling color_array" );
- g_colorArray_enabled = true;
- }
- else if ( delta & ~state & RENDER_COLOURARRAY ) {
- glDisableClientState( GL_COLOR_ARRAY );
- glColor4fv( vector4_to_array( self.m_colour ) );
- debug_colour( "cleaning color_array" );
- GlobalOpenGL_debugAssertNoErrors();
- g_colorArray_enabled = false;
- }
-
- if ( delta & ~state & RENDER_COLOURCHANGE ) {
- glColor4fv( vector4_to_array( self.m_colour ) );
- GlobalOpenGL_debugAssertNoErrors();
- }
-
- setState( state, delta, RENDER_LINESTIPPLE, GL_LINE_STIPPLE );
- setState( state, delta, RENDER_LINESMOOTH, GL_LINE_SMOOTH );
-
- setState( state, delta, RENDER_POLYGONSTIPPLE, GL_POLYGON_STIPPLE );
- setState( state, delta, RENDER_POLYGONSMOOTH, GL_POLYGON_SMOOTH );
-
- 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 ) {
- 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 ) ) {
- 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 ) ) {
- 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;
- }
-
- if ( GlobalOpenGL().GL_1_3() ) {
- 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 );
- }
- else
- {
- setTextureState( current.m_texture, texture0 );
- }
- }
-
-
- if ( state & RENDER_TEXTURE && self.m_colour[3] != current.m_colour[3] ) {
- debug_colour( "setting alpha" );
- glColor4f( 1,1,1,self.m_colour[3] );
- GlobalOpenGL_debugAssertNoErrors();
- }
-
- if ( !( state & RENDER_TEXTURE )
- && ( self.m_colour[0] != current.m_colour[0]
- || self.m_colour[1] != current.m_colour[1]
- || self.m_colour[2] != current.m_colour[2]
- || self.m_colour[3] != current.m_colour[3] ) ) {
- 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 ) ) {
- 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 ) {
- glLineWidth( self.m_linewidth );
- GlobalOpenGL_debugAssertNoErrors();
- current.m_linewidth = self.m_linewidth;
- }
-
- if ( !( state & RENDER_FILL )
- && self.m_pointsize != current.m_pointsize ) {
- 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;
- glPushMatrix();
- 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;
- glPopMatrix();
- glPushMatrix();
- glMultMatrixf( reinterpret_cast<const float*>( transform ) );
- 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 );
- glActiveTexture( GL_TEXTURE3 );
- glBindTexture( GL_TEXTURE_2D, attenuation_xy );
- glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER );
- glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER );
-
- setTextureState( current.m_texture4, attenuation_z, GL_TEXTURE4 );
- glActiveTexture( GL_TEXTURE4 );
- glBindTexture( GL_TEXTURE_2D, attenuation_z );
- glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER );
- 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 );
- }
- 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" );
+ debug_string("disabled depth-buffer writing");
+
+ GlobalOpenGL_debugAssertNoErrors();
+ }
+
+ if (delta & state & RENDER_COLOURWRITE) {
+ glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
+ GlobalOpenGL_debugAssertNoErrors();
+ } else if (delta & ~state & RENDER_COLOURWRITE) {
+ glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
+ GlobalOpenGL_debugAssertNoErrors();
+ }
+
+ setState(state, delta, RENDER_ALPHATEST, GL_ALPHA_TEST);
+
+ if (delta & state & RENDER_COLOURARRAY) {
+ glEnableClientState(GL_COLOR_ARRAY);
+ GlobalOpenGL_debugAssertNoErrors();
+ debug_colour("enabling color_array");
+ g_colorArray_enabled = true;
+ } else if (delta & ~state & RENDER_COLOURARRAY) {
+ glDisableClientState(GL_COLOR_ARRAY);
+ glColor4fv(vector4_to_array(self.m_colour));
+ debug_colour("cleaning color_array");
+ GlobalOpenGL_debugAssertNoErrors();
+ g_colorArray_enabled = false;
+ }
+
+ if (delta & ~state & RENDER_COLOURCHANGE) {
+ glColor4fv(vector4_to_array(self.m_colour));
+ GlobalOpenGL_debugAssertNoErrors();
+ }
+
+ setState(state, delta, RENDER_LINESTIPPLE, GL_LINE_STIPPLE);
+ setState(state, delta, RENDER_LINESMOOTH, GL_LINE_SMOOTH);
+
+ setState(state, delta, RENDER_POLYGONSTIPPLE, GL_POLYGON_STIPPLE);
+ setState(state, delta, RENDER_POLYGONSMOOTH, GL_POLYGON_SMOOTH);
+
+ 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) {
+ 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)) {
+ 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)) {
+ 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;
+ }
+
+ if (GlobalOpenGL().GL_1_3()) {
+ 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);
+ } else {
+ setTextureState(current.m_texture, texture0);
+ }
+ }
+
+
+ if (state & RENDER_TEXTURE && self.m_colour[3] != current.m_colour[3]) {
+ debug_colour("setting alpha");
+ glColor4f(1, 1, 1, self.m_colour[3]);
+ GlobalOpenGL_debugAssertNoErrors();
+ }
+
+ if (!(state & RENDER_TEXTURE)
+ && (self.m_colour[0] != current.m_colour[0]
+ || self.m_colour[1] != current.m_colour[1]
+ || self.m_colour[2] != current.m_colour[2]
+ || self.m_colour[3] != current.m_colour[3])) {
+ 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)) {
+ 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) {
+ glLineWidth(self.m_linewidth);
+ GlobalOpenGL_debugAssertNoErrors();
+ current.m_linewidth = self.m_linewidth;
+ }
+
+ if (!(state & RENDER_FILL)
+ && self.m_pointsize != current.m_pointsize) {
+ 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 ¤t, unsigned int globalstate,
+ const Vector3 &viewer)
+{
+ const Matrix4 *transform = 0;
+ glPushMatrix();
+ 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;
+ glPopMatrix();
+ glPushMatrix();
+ glMultMatrixf(reinterpret_cast<const float *>( transform ));
+ 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);
+ glActiveTexture(GL_TEXTURE3);
+ glBindTexture(GL_TEXTURE_2D, attenuation_xy);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
+
+ setTextureState(current.m_texture4, attenuation_z, GL_TEXTURE4);
+ glActiveTexture(GL_TEXTURE4);
+ glBindTexture(GL_TEXTURE_2D, attenuation_z);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
+ 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);
+ }
+ glPopMatrix();
+ renderables.clear();
+}
+
+void OpenGLStateBucket::render(OpenGLState ¤t, 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");
- glMatrixMode( GL_PROJECTION );
- glPushMatrix();
- glLoadMatrixf( reinterpret_cast<const float*>( &g_matrix4_identity ) );
+ glMatrixMode(GL_PROJECTION);
+ glPushMatrix();
+ glLoadMatrixf(reinterpret_cast<const float *>( &g_matrix4_identity ));
- glMatrixMode( GL_MODELVIEW );
- glPushMatrix();
- glLoadMatrixf( reinterpret_cast<const float*>( &g_matrix4_identity ) );
+ glMatrixMode(GL_MODELVIEW);
+ glPushMatrix();
+ glLoadMatrixf(reinterpret_cast<const float *>( &g_matrix4_identity ));
- glBegin( GL_QUADS );
- glVertex3f( -1, -1, 0 );
- glVertex3f( 1, -1, 0 );
- glVertex3f( 1, 1, 0 );
- glVertex3f( -1, 1, 0 );
- glEnd();
+ glBegin(GL_QUADS);
+ glVertex3f(-1, -1, 0);
+ glVertex3f(1, -1, 0);
+ glVertex3f(1, 1, 0);
+ glVertex3f(-1, 1, 0);
+ glEnd();
- glMatrixMode( GL_PROJECTION );
- glPopMatrix();
+ glMatrixMode(GL_PROJECTION);
+ glPopMatrix();
- glMatrixMode( GL_MODELVIEW );
- glPopMatrix();
- }
- else if ( !m_renderables.empty() ) {
- OpenGLState_apply( m_state, current, globalstate );
- Renderables_flush( m_renderables, current, globalstate, viewer );
- }
+ glMatrixMode(GL_MODELVIEW);
+ 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;
+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()
+ {
+ 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;
+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;
+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 '(':
- 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 '[':
- 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 '<':
- 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, "POINT" ) ) {
- state.m_state = RENDER_COLOURARRAY | RENDER_COLOURWRITE | RENDER_DEPTHWRITE;
- state.m_sort = OpenGLState::eSortControlFirst;
- state.m_pointsize = 4;
- }
- 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::eSortControlFirst;
- 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, "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] = 1;
- state.m_colour[1] = 0;
- state.m_colour[2] = 0;
- 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" ) ) {
+void OpenGLShader::construct(const char *name)
+{
+ OpenGLState &state = appendDefaultPass();
+ switch (name[0]) {
+ case '(':
+ 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 '[':
+ 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 '<':
+ 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, "POINT")) {
+ state.m_state = RENDER_COLOURARRAY | RENDER_COLOURWRITE | RENDER_DEPTHWRITE;
+ state.m_sort = OpenGLState::eSortControlFirst;
+ state.m_pointsize = 4;
+ } 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::eSortControlFirst;
+ 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, "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] = 1;
+ state.m_colour[1] = 0;
+ state.m_colour[2] = 0;
+ 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_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;
+ 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, "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;
- }
- 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;
- }
- else if ( string_equal( name + 1, "WIRE_OVERLAY" ) ) {
+ } 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;
+ } 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;
+ } else if (string_equal(name + 1, "WIRE_OVERLAY")) {
#if 0
- state.m_state = RENDER_COLOURARRAY | RENDER_COLOURWRITE | RENDER_DEPTHWRITE | RENDER_DEPTHTEST | RENDER_OVERRIDE;
+ state.m_state = RENDER_COLOURARRAY | RENDER_COLOURWRITE | RENDER_DEPTHWRITE | RENDER_DEPTHTEST | RENDER_OVERRIDE;
state.m_sort = OpenGLState::eSortOverlayFirst;
#else
- state.m_state = RENDER_COLOURARRAY | 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_COLOURARRAY | RENDER_COLOURWRITE | RENDER_DEPTHWRITE | RENDER_DEPTHTEST | RENDER_OVERRIDE | RENDER_LINESTIPPLE;
- hiddenLine.m_sort = OpenGLState::eSortGUI0;
- hiddenLine.m_depthfunc = GL_GREATER;
+ state.m_state = RENDER_COLOURARRAY | 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_COLOURARRAY | RENDER_COLOURWRITE | RENDER_DEPTHWRITE | RENDER_DEPTHTEST |
+ RENDER_OVERRIDE | 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->lightingSupported() && 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;
-
- if ( g_ShaderCache->useShaderLanguage() ) {
- state.m_program = &g_depthFillGLSL;
- }
- else
- {
- state.m_program = &g_depthFillARB;
- }
-
- 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;
-
- if ( g_ShaderCache->useShaderLanguage() ) {
- bumpPass.m_state |= RENDER_LIGHTING;
- bumpPass.m_program = &g_bumpGLSL;
- }
- else
- {
- bumpPass.m_program = &g_bumpARB;
- }
-
- bumpPass.m_depthfunc = GL_LEQUAL;
- bumpPass.m_sort = OpenGLState::eSortMultiFirst;
- bumpPass.m_blend_src = GL_ONE;
- bumpPass.m_blend_dst = GL_ONE;
- }
- 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;
- case IShader::eEqual:
- state.m_alphafunc = GL_EQUAL;
- case IShader::eLess:
- state.m_alphafunc = GL_LESS;
- case IShader::eGreater:
- state.m_alphafunc = GL_GREATER;
- case IShader::eLEqual:
- state.m_alphafunc = GL_LEQUAL;
- case IShader::eGEqual:
- state.m_alphafunc = GL_GEQUAL;
- }
- }
- reinterpret_cast<Vector3&>( state.m_colour ) = 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 );
- 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;
- }
- }
- }
+ } 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->lightingSupported() && 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;
+
+ if (g_ShaderCache->useShaderLanguage()) {
+ state.m_program = &g_depthFillGLSL;
+ } else {
+ state.m_program = &g_depthFillARB;
+ }
+
+ 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;
+
+ if (g_ShaderCache->useShaderLanguage()) {
+ bumpPass.m_state |= RENDER_LIGHTING;
+ bumpPass.m_program = &g_bumpGLSL;
+ } else {
+ bumpPass.m_program = &g_bumpARB;
+ }
+
+ bumpPass.m_depthfunc = GL_LEQUAL;
+ bumpPass.m_sort = OpenGLState::eSortMultiFirst;
+ bumpPass.m_blend_src = GL_ONE;
+ bumpPass.m_blend_dst = GL_ONE;
+ } 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;
+ }
+ }
+ reinterpret_cast<Vector3 &>( state.m_colour ) = 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);
+ 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;
+class OpenGLStateLibraryAPI {
+ OpenGLStateMap m_stateMap;
public:
-typedef OpenGLStateLibrary Type;
-STRING_CONSTANT( Name, "*" );
+ typedef OpenGLStateLibrary Type;
-OpenGLStateLibraryAPI(){
- g_openglStates = &m_stateMap;
-}
-~OpenGLStateLibraryAPI(){
- g_openglStates = 0;
-}
-OpenGLStateLibrary* getTable(){
- return &m_stateMap;
-}
+ 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() );
+StaticRegisterModule staticRegisterOpenGLStateLibrary(StaticOpenGLStateLibraryModule::instance());
-class ShaderCacheDependencies : public GlobalShadersModuleRef, public GlobalTexturesModuleRef, public GlobalOpenGLStateLibraryModuleRef
-{
+class ShaderCacheDependencies
+ : public GlobalShadersModuleRef, public GlobalTexturesModuleRef, public GlobalOpenGLStateLibraryModuleRef {
public:
-ShaderCacheDependencies() :
- GlobalShadersModuleRef( GlobalRadiant().getRequiredGameDescriptionKeyValue( "shaders" ) ){
-}
+ ShaderCacheDependencies() :
+ GlobalShadersModuleRef(GlobalRadiant().getRequiredGameDescriptionKeyValue("shaders"))
+ {
+ }
};
-class ShaderCacheAPI
-{
-ShaderCache* m_shaderCache;
+class ShaderCacheAPI {
+ ShaderCache *m_shaderCache;
public:
-typedef ShaderCache Type;
-STRING_CONSTANT( Name, "*" );
+ typedef ShaderCache Type;
-ShaderCacheAPI(){
- ShaderCache_Construct();
+ STRING_CONSTANT(Name, "*");
- m_shaderCache = GetShaderCache();
-}
-~ShaderCacheAPI(){
- ShaderCache_Destroy();
-}
-ShaderCache* getTable(){
- return m_shaderCache;
-}
+ 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() );
+StaticRegisterModule staticRegisterShaderCache(StaticShaderCacheModule::instance());