+++ /dev/null
-/*
-Copyright (C) 2001-2006, William Joseph.
-All Rights Reserved.
-
-This file is part of GtkRadiant.
-
-GtkRadiant is free software; you can redistribute it and/or modify
-it under the terms of the GNU General Public License as published by
-the Free Software Foundation; either version 2 of the License, or
-(at your option) any later version.
-
-GtkRadiant is distributed in the hope that it will be useful,
-but WITHOUT ANY WARRANTY; without even the implied warranty of
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-GNU General Public License for more details.
-
-You should have received a copy of the GNU General Public License
-along with GtkRadiant; if not, write to the Free Software
-Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
-*/
-
-#include "renderstate.h"
-
-#include "debugging/debugging.h"
-#include "warnings.h"
-
-#include "ishaders.h"
-#include "irender.h"
-#include "itextures.h"
-#include "igl.h"
-#include "iglrender.h"
-#include "renderable.h"
-#include "qerplugin.h"
-
-#include <set>
-#include <vector>
-#include <list>
-#include <map>
-
-#include "math/matrix.h"
-#include "math/aabb.h"
-#include "generic/callback.h"
-#include "texturelib.h"
-#include "string/string.h"
-#include "container/hashfunc.h"
-#include "container/cache.h"
-#include "generic/reference.h"
-#include "moduleobservers.h"
-#include "stream/filestream.h"
-#include "stream/stringstream.h"
-#include "os/file.h"
-#include "preferences.h"
-
-#include "xywindow.h"
-
-
-
-#define DEBUG_RENDER 0
-
-inline void debug_string(const char* string)
-{
-#if(DEBUG_RENDER)
- globalOutputStream() << string << "\n";
-#endif
-}
-
-inline void debug_int(const char* comment, int i)
-{
-#if(DEBUG_RENDER)
- globalOutputStream() << comment << " " << i << "\n";
-#endif
-}
-
-inline void debug_colour(const char* comment)
-{
-#if(DEBUG_RENDER)
- Vector4 v;
- glGetFloatv(GL_CURRENT_COLOR, reinterpret_cast<float*>(&v));
- globalOutputStream() << comment << " colour: "
- << v[0] << " "
- << v[1] << " "
- << v[2] << " "
- << v[3];
- if(glIsEnabled(GL_COLOR_ARRAY))
- {
- globalOutputStream() << " ARRAY";
- }
- if(glIsEnabled(GL_COLOR_MATERIAL))
- {
- globalOutputStream() << " MATERIAL";
- }
- globalOutputStream() << "\n";
-#endif
-}
-
-#include "timer.h"
-
-StringOutputStream g_renderer_stats;
-std::size_t g_count_prims;
-std::size_t g_count_states;
-std::size_t g_count_transforms;
-Timer g_timer;
-
-inline void count_prim()
-{
- ++g_count_prims;
-}
-
-inline void count_state()
-{
- ++g_count_states;
-}
-
-inline void count_transform()
-{
- ++g_count_transforms;
-}
-
-void Renderer_ResetStats()
-{
- g_count_prims = 0;
- g_count_states = 0;
- g_count_transforms = 0;
- g_timer.start();
-}
-
-const char* Renderer_GetStats()
-{
- 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);
-
- Array<char> log(log_length);
- glGetInfoLogARB(object, log_length, &log_length, log.data());
-
- globalErrorStream() << StringRange(log.begin(), log.begin() + log_length) << "\n";
-}
-
-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);
- }
-
- // compile shader
- {
- glCompileShaderARB(shader);
-
- GLint compiled = 0;
- glGetObjectParameterivARB(shader, GL_OBJECT_COMPILE_STATUS_ARB, &compiled);
-
- if(!compiled)
- {
- printShaderLog(shader);
- }
-
- ASSERT_MESSAGE(compiled, "shader compile failed: " << makeQuoted(filename));
- }
-
- // attach shader
- glAttachObjectARB(program, shader);
-
- glDeleteObjectARB(shader);
-
- GlobalOpenGL_debugAssertNoErrors();
-}
-
-void GLSLProgram_link(GLhandleARB program)
-{
- glLinkProgramARB(program);
-
- GLint linked = false;
- glGetObjectParameterivARB(program, GL_OBJECT_LINK_STATUS_ARB, &linked);
-
- if(!linked)
- {
- printShaderLog(program);
- }
-
- ASSERT_MESSAGE(linked, "program link failed");
-}
-
-void GLSLProgram_validate(GLhandleARB program)
-{
- glValidateProgramARB(program);
-
- GLint validated = false;
- glGetObjectParameterivARB(program, GL_OBJECT_VALIDATE_STATUS_ARB, &validated);
-
- if(!validated)
- {
- printShaderLog(program);
- }
-
- ASSERT_MESSAGE(validated, "program validation failed");
-}
-
-bool g_bumpGLSLPass_enabled = false;
-bool g_depthfillPass_enabled = false;
-
-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);
- }
-
- 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);
-
- glActiveTexture(GL_TEXTURE3);
- glClientActiveTexture(GL_TEXTURE3);
-
- glMatrixMode(GL_TEXTURE);
- glLoadMatrixf(reinterpret_cast<const float*>(&local2light));
- glMatrixMode(GL_MODELVIEW);
-
- GlobalOpenGL_debugAssertNoErrors();
- }
-};
-
-GLSLBumpProgram g_bumpGLSL;
-
-
-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)
- {
- }
-};
-
-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);
-
- 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);
-
- globalErrorStream() << reinterpret_cast<const char*>(filename) << ":" << errPos << "\n" << reinterpret_cast<const char*>(errString);
-
- ERROR_MESSAGE("error in gl program");
- }
-}
-
-class ARBBumpProgram : 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/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);
- }
-
- 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);
-
- glEnableVertexAttribArrayARB(8);
- glEnableVertexAttribArrayARB(9);
- glEnableVertexAttribArrayARB(10);
- glEnableVertexAttribArrayARB(11);
-
- GlobalOpenGL_debugAssertNoErrors();
- }
-
- void disable()
- {
- glDisable(GL_VERTEX_PROGRAM_ARB);
- glDisable(GL_FRAGMENT_PROGRAM_ARB);
-
- glDisableVertexAttribArrayARB(8);
- glDisableVertexAttribArrayARB(9);
- glDisableVertexAttribArrayARB(10);
- glDisableVertexAttribArrayARB(11);
-
- 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);
-
- 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
-
- // 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 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);
-
- // specular exponent
- glProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 5, 32, 0, 0, 0);
-
-
- glActiveTexture(GL_TEXTURE3);
- glClientActiveTexture(GL_TEXTURE3);
-
- glMatrixMode(GL_TEXTURE);
- glLoadMatrixf(reinterpret_cast<const float*>(&local2light));
- glMatrixMode(GL_MODELVIEW);
-
- GlobalOpenGL_debugAssertNoErrors();
- }
-};
-
-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)
- {
- }
-};
-
-ARBBumpProgram g_bumpARB;
-ARBDepthFillProgram g_depthFillARB;
-
-
-#if 0
-// NV20 path (unfinished)
-
-void createProgram(GLint program, 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<GLubyte> buffer(size);
- size = file.read(reinterpret_cast<StreamBase::byte_type*>(buffer.data()), size);
-
- glLoadProgramNV(type, program, GLsizei(size), buffer.data());
-
- if(GL_INVALID_OPERATION == glGetError())
- {
- GLint errPos;
- glGetIntegerv(GL_PROGRAM_ERROR_POSITION_NV, &errPos);
- const GLubyte* errString = glGetString(GL_PROGRAM_ERROR_STRING_NV);
-
- globalErrorStream() << filename << ":" << errPos << "\n" << errString;
-
- ERROR_MESSAGE("error in gl program");
- }
-}
-
-GLuint m_vertex_program;
-GLuint m_fragment_program;
-qtexture_t* g_cube = 0;
-qtexture_t* g_specular_lookup = 0;
-qtexture_t* g_attenuation_xy = 0;
-qtexture_t* g_attenuation_z = 0;
-
-void createVertexProgram()
-{
- {
- glGenProgramsNV(1, &m_vertex_program);
- glBindProgramNV(GL_VERTEX_PROGRAM_NV, m_vertex_program);
- StringOutputStream filename(256);
- filename << GlobalRadiant().getAppPath() << "gl/lighting_DBS_omni_vp.nv30";
- createProgram(m_vertex_program, filename.c_str(), GL_VERTEX_PROGRAM_NV);
-
- glGenProgramsNV(1, &m_fragment_program);
- glBindProgramNV(GL_FRAGMENT_PROGRAM_NV, m_fragment_program);
- filename.clear();
- filename << GlobalRadiant().getAppPath() << "gl/lighting_DBS_omni_fp.nv30";
- createProgram(m_fragment_program, filename.c_str(), GL_FRAGMENT_PROGRAM_NV);
- }
-
- g_cube = GlobalTexturesCache().capture("generated/cube");
- g_specular_lookup = GlobalTexturesCache().capture("generated/specular");
-
- g_attenuation_xy = GlobalTexturesCache().capture("lights/squarelight1");
- glActiveTexture(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_2D, g_attenuation_xy->texture_number);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
-
- g_attenuation_z = GlobalTexturesCache().capture("lights/squarelight1a");
- glActiveTexture(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_2D, g_attenuation_z->texture_number);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
-
- GlobalOpenGL_debugAssertNoErrors();
-}
-
-void destroyVertexProgram()
-{
- glDeleteProgramsNV(1, &m_vertex_program);
- glDeleteProgramsNV(1, &m_fragment_program);
- GlobalOpenGL_debugAssertNoErrors();
-
- GlobalTexturesCache().release(g_cube);
- GlobalTexturesCache().release(g_specular_lookup);
- GlobalTexturesCache().release(g_attenuation_xy);
- GlobalTexturesCache().release(g_attenuation_z);
-}
-
-bool g_vertexProgram_enabled = false;
-
-void enableVertexProgram()
-{
- //set up the register combiners
- //two general combiners
- glCombinerParameteriNV(GL_NUM_GENERAL_COMBINERS_NV, 2);
-
- //combiner 0 does tex0+tex1 -> spare0
- glCombinerInputNV(GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_A_NV, GL_TEXTURE0_ARB,
- GL_UNSIGNED_IDENTITY_NV, GL_RGB);
- glCombinerInputNV(GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_B_NV, GL_ZERO,
- GL_UNSIGNED_INVERT_NV, GL_RGB);
- glCombinerInputNV(GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_C_NV, GL_TEXTURE1_ARB,
- GL_UNSIGNED_IDENTITY_NV, GL_RGB);
- glCombinerInputNV(GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_D_NV, GL_ZERO,
- GL_UNSIGNED_INVERT_NV, GL_RGB);
- glCombinerOutputNV(GL_COMBINER0_NV, GL_RGB, GL_DISCARD_NV, GL_DISCARD_NV, GL_SPARE0_NV,
- GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE);
-
- //combiner 1 does tex2 dot tex3 -> spare1
- glCombinerInputNV(GL_COMBINER1_NV, GL_RGB, GL_VARIABLE_A_NV, GL_TEXTURE2_ARB,
- GL_EXPAND_NORMAL_NV, GL_RGB);
- glCombinerInputNV(GL_COMBINER1_NV, GL_RGB, GL_VARIABLE_B_NV, GL_TEXTURE3_ARB,
- GL_EXPAND_NORMAL_NV, GL_RGB);
- glCombinerOutputNV(GL_COMBINER1_NV, GL_RGB, GL_SPARE1_NV, GL_DISCARD_NV, GL_DISCARD_NV,
- GL_NONE, GL_NONE, GL_TRUE, GL_FALSE, GL_FALSE);
-
-
-
- //final combiner outputs (1-spare0)*constant color 0*spare1
- //do constant color 0*spare1 in the EF multiplier
- glFinalCombinerInputNV(GL_VARIABLE_E_NV, GL_SPARE1_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
- glFinalCombinerInputNV(GL_VARIABLE_F_NV, GL_CONSTANT_COLOR0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
-
- //now do (1-spare0)*EF
- glFinalCombinerInputNV(GL_VARIABLE_A_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
- glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_ZERO, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
- glFinalCombinerInputNV(GL_VARIABLE_C_NV, GL_E_TIMES_F_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
- glFinalCombinerInputNV(GL_VARIABLE_D_NV, GL_ZERO, GL_UNSIGNED_IDENTITY_NV, GL_RGB);
-
- glEnable(GL_VERTEX_PROGRAM_NV);
- glEnable(GL_REGISTER_COMBINERS_NV);
- glBindProgramNV(GL_VERTEX_PROGRAM_NV, m_vertex_program);
- glBindProgramNV(GL_FRAGMENT_PROGRAM_NV, m_fragment_program);
-
- glActiveTexture(GL_TEXTURE0);
- glEnable(GL_TEXTURE_2D);
- glActiveTexture(GL_TEXTURE1);
- glEnable(GL_TEXTURE_1D);
- glActiveTexture(GL_TEXTURE2);
- glEnable(GL_TEXTURE_2D);
- glActiveTexture(GL_TEXTURE3);
- glEnable(GL_TEXTURE_2D);
-
- glEnableClientState(GL_VERTEX_ATTRIB_ARRAY8_NV);
- glEnableClientState(GL_VERTEX_ATTRIB_ARRAY9_NV);
- glEnableClientState(GL_VERTEX_ATTRIB_ARRAY10_NV);
- glEnableClientState(GL_VERTEX_ATTRIB_ARRAY11_NV);
-
- GlobalOpenGL_debugAssertNoErrors();
- g_vertexProgram_enabled = true;
-}
-
-void disableVertexProgram()
-{
- glDisable(GL_VERTEX_PROGRAM_NV);
- glDisable(GL_REGISTER_COMBINERS_NV);
-
- glActiveTexture(GL_TEXTURE0);
- glDisable(GL_TEXTURE_2D);
- glActiveTexture(GL_TEXTURE1);
- glDisable(GL_TEXTURE_1D);
- glActiveTexture(GL_TEXTURE2);
- glDisable(GL_TEXTURE_2D);
- glActiveTexture(GL_TEXTURE3);
- glDisable(GL_TEXTURE_2D);
-
- glDisableClientState(GL_VERTEX_ATTRIB_ARRAY8_NV);
- glDisableClientState(GL_VERTEX_ATTRIB_ARRAY9_NV);
- glDisableClientState(GL_VERTEX_ATTRIB_ARRAY10_NV);
- glDisableClientState(GL_VERTEX_ATTRIB_ARRAY11_NV);
-
- GlobalOpenGL_debugAssertNoErrors();
- g_vertexProgram_enabled = false;
-}
-
-class GLstringNV
-{
-public:
- const GLubyte* m_string;
- const GLint m_length;
- GLstringNV(const char* string) : m_string(reinterpret_cast<const GLubyte*>(string)), m_length(GLint(string_length(string)))
- {
- }
-};
-
-GLstringNV g_light_origin("light_origin");
-GLstringNV g_view_origin("view_origin");
-GLstringNV g_light_color("light_color");
-GLstringNV g_bumpGLSL_scale("bump_scale");
-GLstringNV g_specular_exponent("specular_exponent");
-
-void setVertexProgramEnvironment(const Vector3& localViewer)
-{
- Matrix4 local2light(g_matrix4_identity);
- matrix4_translate_by_vec3(local2light, Vector3(0.5, 0.5, 0.5));
- matrix4_scale_by_vec3(local2light, Vector3(0.5, 0.5, 0.5));
- matrix4_scale_by_vec3(local2light, Vector3(1.0 / 512.0, 1.0 / 512.0, 1.0 / 512.0));
- matrix4_translate_by_vec3(local2light, vector3_negated(localViewer));
-
- glActiveTexture(GL_TEXTURE3);
- glClientActiveTexture(GL_TEXTURE3);
-
- glMatrixMode(GL_TEXTURE);
- glLoadMatrixf(reinterpret_cast<const float*>(&local2light));
- glMatrixMode(GL_MODELVIEW);
-
- glTrackMatrixNV(GL_VERTEX_PROGRAM_NV, 0, GL_MODELVIEW_PROJECTION_NV, GL_IDENTITY_NV);
- glTrackMatrixNV(GL_VERTEX_PROGRAM_NV, 4, GL_TEXTURE0_ARB, GL_IDENTITY_NV);
-
- // view origin
- //qglProgramNamedParameter4fNV(m_fragment_program, g_view_origin.m_length, g_view_origin.m_string, localViewer.x(), localViewer.y(), localViewer.z(), 0);
-
- // light origin
- glProgramParameter4fNV(GL_VERTEX_PROGRAM_NV, 8, localViewer.x(), localViewer.y(), localViewer.z(), 1.0f);
-
- // light colour
- glCombinerParameterfNV(GL_CONSTANT_COLOR0_NV, 1, 1, 1, 1)
-
- // bump scale
- //qglProgramNamedParameter4fNV(m_fragment_program, g_bumpGLSL_scale.m_length, g_bumpGLSL_scale.m_string, 1, 0, 0, 0);
-
- // specular exponent
- //qglProgramNamedParameter4fNV(m_fragment_program, g_specular_exponent.m_length, g_specular_exponent.m_string, 32, 0, 0, 0);
-
- GlobalOpenGL_debugAssertNoErrors();
-}
-
-#endif
-
-
-bool g_vertexArray_enabled = false;
-bool g_normalArray_enabled = false;
-bool g_texcoordArray_enabled = false;
-bool g_colorArray_enabled = false;
-
-inline bool OpenGLState_less(const OpenGLState& self, const OpenGLState& other)
-{
- //! Sort by sort-order override.
- if(self.m_sort != other.m_sort)
- {
- return self.m_sort < other.m_sort;
- }
- //! Sort by texture handle.
- if(self.m_texture != other.m_texture)
- {
- return self.m_texture < other.m_texture;
- }
- if(self.m_texture1 != other.m_texture1)
- {
- return self.m_texture1 < other.m_texture1;
- }
- if(self.m_texture2 != other.m_texture2)
- {
- return self.m_texture2 < other.m_texture2;
- }
- if(self.m_texture3 != other.m_texture3)
- {
- return self.m_texture3 < other.m_texture3;
- }
- if(self.m_texture4 != other.m_texture4)
- {
- return self.m_texture4 < other.m_texture4;
- }
- if(self.m_texture5 != other.m_texture5)
- {
- return self.m_texture5 < other.m_texture5;
- }
- if(self.m_texture6 != other.m_texture6)
- {
- return self.m_texture6 < other.m_texture6;
- }
- if(self.m_texture7 != other.m_texture7)
- {
- return self.m_texture7 < other.m_texture7;
- }
- //! 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_colour[0] = 1;
- state.m_colour[1] = 1;
- state.m_colour[2] = 1;
- state.m_colour[3] = 1;
-
- state.m_depthfunc = GL_LESS;
-
- state.m_blend_src = GL_SRC_ALPHA;
- state.m_blend_dst = GL_ONE_MINUS_SRC_ALPHA;
-
- state.m_alphafunc = GL_ALWAYS;
- state.m_alpharef = 0;
-
- state.m_linewidth = 1;
- state.m_pointsize = 1;
-
- state.m_linestipple_factor = 1;
- state.m_linestipple_pattern = 0xaaaa;
-
- state.m_fog = OpenGLFogState();
-}
-
-
-
-
-/// \brief A container of Renderable references.
-/// May contain the same Renderable multiple times, with different transforms.
-class OpenGLStateBucket
-{
-public:
- struct RenderTransform
- {
- const Matrix4* m_transform;
- const OpenGLRenderable *m_renderable;
- const RendererLight* m_light;
-
- RenderTransform(const OpenGLRenderable& renderable, const Matrix4& transform, const RendererLight* light)
- : m_transform(&transform), m_renderable(&renderable), m_light(light)
- {
- }
- };
-
- typedef std::vector<RenderTransform> Renderables;
-
-private:
-
- OpenGLState m_state;
- Renderables m_renderables;
-
-public:
- OpenGLStateBucket()
- {
- }
- void addRenderable(const OpenGLRenderable& renderable, const Matrix4& modelview, const RendererLight* light = 0)
- {
- m_renderables.push_back(RenderTransform(renderable, modelview, light));
- }
-
- OpenGLState& state()
- {
- return m_state;
- }
-
- void render(OpenGLState& current, unsigned int globalstate, const Vector3& viewer);
-};
-
-#define LIGHT_SHADER_DEBUG 0
-
-#if LIGHT_SHADER_DEBUG
-typedef std::vector<Shader*> LightDebugShaders;
-LightDebugShaders g_lightDebugShaders;
-#endif
-
-class OpenGLStateLess
-{
-public:
- bool operator()(const OpenGLState& self, const OpenGLState& other) const
- {
- return OpenGLState_less(self, other);
- }
-};
-
-typedef ConstReference<OpenGLState> OpenGLStateReference;
-typedef std::map<OpenGLStateReference, OpenGLStateBucket*, OpenGLStateLess> OpenGLStates;
-OpenGLStates g_state_sorted;
-
-class OpenGLStateBucketAdd
-{
- OpenGLStateBucket& m_bucket;
- const OpenGLRenderable& m_renderable;
- const Matrix4& m_modelview;
-public:
- typedef const RendererLight& first_argument_type;
-
- OpenGLStateBucketAdd(OpenGLStateBucket& bucket, const OpenGLRenderable& renderable, const Matrix4& modelview) :
- m_bucket(bucket), m_renderable(renderable), m_modelview(modelview)
- {
- }
- void operator()(const RendererLight& light)
- {
- m_bucket.addRenderable(m_renderable, m_modelview, &light);
- }
-};
-
-class CountLights
-{
- std::size_t m_count;
-public:
- typedef RendererLight& first_argument_type;
-
- CountLights() : m_count(0)
- {
- }
- void operator()(const RendererLight& light)
- {
- ++m_count;
- }
- std::size_t count() const
- {
- return m_count;
- }
-};
-
-class OpenGLShader : public Shader
-{
- typedef std::list<OpenGLStateBucket*> Passes;
- Passes m_passes;
- IShader* m_shader;
- std::size_t m_used;
- ModuleObservers m_observers;
-public:
- OpenGLShader() : m_shader(0), m_used(0)
- {
- }
- ~OpenGLShader()
- {
- }
- void construct(const char* name);
- void destroy()
- {
- if(m_shader)
- {
- m_shader->DecRef();
- }
- m_shader = 0;
-
- for(Passes::iterator i = m_passes.begin(); i != m_passes.end(); ++i)
- {
- delete *i;
- }
- m_passes.clear();
- }
- void addRenderable(const OpenGLRenderable& renderable, const Matrix4& modelview, const LightList* lights)
- {
- for(Passes::iterator i = m_passes.begin(); i != m_passes.end(); ++i)
- {
-#if LIGHT_SHADER_DEBUG
- if(((*i)->state().m_state & RENDER_BUMP) != 0)
- {
- if(lights != 0)
- {
- CountLights counter;
- lights->forEachLight(makeCallback1(counter));
- globalOutputStream() << "count = " << counter.count() << "\n";
- for(std::size_t i = 0; i < counter.count(); ++i)
- {
- g_lightDebugShaders[counter.count()]->addRenderable(renderable, modelview);
- }
- }
- }
- else
-#else
- if(((*i)->state().m_state & RENDER_BUMP) != 0)
- {
- if(lights != 0)
- {
- OpenGLStateBucketAdd add(*(*i), renderable, modelview);
- lights->forEachLight(makeCallback1(add));
- }
- }
- else
-#endif
- {
- (*i)->addRenderable(renderable, modelview);
- }
- }
- }
- void incrementUsed()
- {
- if(++m_used == 1 && m_shader != 0)
- {
- m_shader->SetInUse(true);
- }
- }
- void decrementUsed()
- {
- if(--m_used == 0 && m_shader != 0)
- {
- m_shader->SetInUse(false);
- }
- }
- bool realised() const
- {
- return m_shader != 0;
- }
- void attach(ModuleObserver& observer)
- {
- if(realised())
- {
- observer.realise();
- }
- m_observers.attach(observer);
- }
- void detach(ModuleObserver& observer)
- {
- if(realised())
- {
- observer.unrealise();
- }
- m_observers.detach(observer);
- }
- void realise(const CopiedString& name)
- {
- construct(name.c_str());
-
- if(m_used != 0 && m_shader != 0)
- {
- m_shader->SetInUse(true);
- }
-
- for(Passes::iterator i = m_passes.begin(); i != m_passes.end(); ++i)
- {
- g_state_sorted.insert(OpenGLStates::value_type(OpenGLStateReference((*i)->state()), *i));
- }
-
- m_observers.realise();
- }
- void unrealise()
- {
- m_observers.unrealise();
-
- for(Passes::iterator i = m_passes.begin(); i != m_passes.end(); ++i)
- {
- g_state_sorted.erase(OpenGLStateReference((*i)->state()));
- }
-
- destroy();
- }
- qtexture_t& getTexture() const
- {
- ASSERT_NOTNULL(m_shader);
- return *m_shader->getTexture();
- }
- unsigned int getFlags() const
- {
- ASSERT_NOTNULL(m_shader);
- return m_shader->getFlags();
- }
- IShader& getShader() const
- {
- ASSERT_NOTNULL(m_shader);
- return *m_shader;
- }
- OpenGLState& appendDefaultPass()
- {
- m_passes.push_back(new OpenGLStateBucket);
- OpenGLState& state = m_passes.back()->state();
- OpenGLState_constructDefault(state);
- return state;
- }
-};
-
-
-inline bool lightEnabled(const RendererLight& light, const LightCullable& cullable)
-{
- return cullable.testLight(light);
-}
-
-typedef std::set<RendererLight*> RendererLights;
-
-#define DEBUG_LIGHT_SYNC 0
-
-class LinearLightList : public LightList
-{
- LightCullable& m_cullable;
- RendererLights& m_allLights;
- Callback m_evaluateChanged;
-
- typedef std::list<RendererLight*> Lights;
- mutable Lights m_lights;
- mutable bool m_lightsChanged;
-public:
- LinearLightList(LightCullable& cullable, RendererLights& lights, const Callback& evaluateChanged) :
- m_cullable(cullable), m_allLights(lights), m_evaluateChanged(evaluateChanged)
- {
- m_lightsChanged = true;
- }
- void evaluateLights() const
- {
- m_evaluateChanged();
- if(m_lightsChanged)
- {
- m_lightsChanged = false;
-
- m_lights.clear();
- m_cullable.clearLights();
- for(RendererLights::const_iterator i = m_allLights.begin(); i != m_allLights.end(); ++i)
- {
- if(lightEnabled(*(*i), m_cullable))
- {
- m_lights.push_back(*i);
- m_cullable.insertLight(*(*i));
- }
- }
- }
-#if(DEBUG_LIGHT_SYNC)
- else
- {
- Lights lights;
- for(RendererLights::const_iterator i = m_allLights.begin(); i != m_allLights.end(); ++i)
- {
- if(lightEnabled(*(*i), m_cullable))
- {
- lights.push_back(*i);
- }
- }
- ASSERT_MESSAGE(
- !std::lexicographical_compare(lights.begin(), lights.end(), m_lights.begin(), m_lights.end())
- && !std::lexicographical_compare(m_lights.begin(), m_lights.end(), lights.begin(), lights.end()),
- "lights out of sync"
- );
- }
-#endif
- }
- void forEachLight(const RendererLightCallback& callback) const
- {
- evaluateLights();
-
- for(Lights::const_iterator i = m_lights.begin(); i != m_lights.end(); ++i)
- {
- callback(*(*i));
- }
- }
- void lightsChanged() const
- {
- m_lightsChanged = true;
- }
-};
-
-inline void setFogState(const OpenGLFogState& state)
-{
- 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));
-}
-
-#define DEBUG_SHADERS 0
-
-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 << "\"");
-#if DEBUG_SHADERS
- globalOutputStream() << "shaders capture: " << makeQuoted(name) << '\n';
-#endif
- return m_shaders.capture(name).get();
- }
- void release(const char *name)
- {
-#if DEBUG_SHADERS
- globalOutputStream() << "shaders release: " << makeQuoted(name) << '\n';
-#endif
- m_shaders.release(name);
- }
- void render(RenderStateFlags globalstate, const Matrix4& modelview, const Matrix4& projection, const Vector3& viewer)
- {
- 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);
- }
-
- 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, &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;
- }
-};
-
-static OpenGLShaderCache* g_ShaderCache;
-
-void ShaderCache_extensionsInitialised()
-{
- g_ShaderCache->extensionsInitialised();
-}
-
-void ShaderCache_setBumpEnabled(bool enabled)
-{
- g_ShaderCache->setLightingEnabled(enabled);
-}
-
-
-Vector3 g_DebugShaderColours[256];
-Shader* g_defaultPointLight = 0;
-
-void ShaderCache_Construct()
-{
- g_ShaderCache = new OpenGLShaderCache;
- GlobalTexturesCache().attach(*g_ShaderCache);
- GlobalShaderSystem().attach(*g_ShaderCache);
-
- if(g_pGameDescription->mGameType == "doom3")
- {
- g_defaultPointLight = g_ShaderCache->capture("lights/defaultPointLight");
- //Shader* overbright =
- g_ShaderCache->capture("$OVERBRIGHT");
-
-#if LIGHT_SHADER_DEBUG
- for(std::size_t i = 0; i < 256; ++i)
- {
- g_DebugShaderColours[i] = Vector3(i / 256.0, i / 256.0, i / 256.0);
- }
-
- g_DebugShaderColours[0] = Vector3(1, 0, 0);
- g_DebugShaderColours[1] = Vector3(1, 0.5, 0);
- g_DebugShaderColours[2] = Vector3(1, 1, 0);
- g_DebugShaderColours[3] = Vector3(0.5, 1, 0);
- g_DebugShaderColours[4] = Vector3(0, 1, 0);
- g_DebugShaderColours[5] = Vector3(0, 1, 0.5);
- g_DebugShaderColours[6] = Vector3(0, 1, 1);
- g_DebugShaderColours[7] = Vector3(0, 0.5, 1);
- g_DebugShaderColours[8] = Vector3(0, 0, 1);
- g_DebugShaderColours[9] = Vector3(0.5, 0, 1);
- g_DebugShaderColours[10] = Vector3(1, 0, 1);
- g_DebugShaderColours[11] = Vector3(1, 0, 0.5);
-
- g_lightDebugShaders.reserve(256);
- StringOutputStream buffer(256);
- for(std::size_t i = 0; i < 256; ++i)
- {
- buffer << "(" << g_DebugShaderColours[i].x() << " " << g_DebugShaderColours[i].y() << " " << g_DebugShaderColours[i].z() << ")";
- g_lightDebugShaders.push_back(g_ShaderCache->capture(buffer.c_str()));
- buffer.clear();
- }
-#endif
- }
-}
-
-void ShaderCache_Destroy()
-{
- if(g_pGameDescription->mGameType == "doom3")
- {
- g_ShaderCache->release("lights/defaultPointLight");
- g_ShaderCache->release("$OVERBRIGHT");
- g_defaultPointLight = 0;
-
-#if LIGHT_SHADER_DEBUG
- g_lightDebugShaders.clear();
- StringOutputStream buffer(256);
- for(std::size_t i = 0; i < 256; ++i)
- {
- buffer << "(" << g_DebugShaderColours[i].x() << " " << g_DebugShaderColours[i].y() << " " << g_DebugShaderColours[i].z() << ")";
- g_ShaderCache->release(buffer.c_str());
- }
-#endif
- }
-
- GlobalShaderSystem().detach(*g_ShaderCache);
- GlobalTexturesCache().detach(*g_ShaderCache);
- delete g_ShaderCache;
-}
-
-ShaderCache* GetShaderCache()
-{
- return g_ShaderCache;
-}
-
-inline void setTextureState(GLint& current, const GLint& texture, GLenum textureUnit)
-{
- if(texture != current)
- {
- 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 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);
- //qglEnable(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);
- //qglDisable(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);
-
-#if DEBUG_RENDER
- GLboolean depthEnabled;
- glGetBooleanv(GL_DEPTH_WRITEMASK, &depthEnabled);
- ASSERT_MESSAGE(depthEnabled, "failed to set depth buffer mask bit");
-#endif
- debug_string("enabled depth-buffer writing");
-
- GlobalOpenGL_debugAssertNoErrors();
- }
- else if(delta & ~state & RENDER_DEPTHWRITE)
- {
- glDepthMask(GL_FALSE);
-
-#if DEBUG_RENDER
- 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");
-
- glMatrixMode(GL_PROJECTION);
- 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();
-
- 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);
- }
-}
-
-
-class OpenGLStateMap : public OpenGLStateLibrary
-{
- typedef std::map<CopiedString, OpenGLState> States;
- States m_states;
-public:
- ~OpenGLStateMap()
- {
- ASSERT_MESSAGE(m_states.empty(), "OpenGLStateMap::~OpenGLStateMap: not empty");
- }
-
- typedef States::iterator iterator;
- iterator begin()
- {
- return m_states.begin();
- }
- iterator end()
- {
- return m_states.end();
- }
-
- void getDefaultState(OpenGLState& state) const
- {
- OpenGLState_constructDefault(state);
- }
-
- void insert(const char* name, const OpenGLState& state)
- {
- bool inserted = m_states.insert(States::value_type(name, state)).second;
- ASSERT_MESSAGE(inserted, "OpenGLStateMap::insert: " << name << " already exists");
- }
- void erase(const char* name)
- {
- std::size_t count = m_states.erase(name);
- ASSERT_MESSAGE(count == 1, "OpenGLStateMap::erase: " << name << " does not exist");
- }
-
- iterator find(const char* name)
- {
- return m_states.find(name);
- }
-};
-
-OpenGLStateMap* g_openglStates = 0;
-
-inline GLenum convertBlendFactor(BlendFactor factor)
-{
- switch(factor)
- {
- case BLEND_ZERO:
- return GL_ZERO;
- case BLEND_ONE:
- return GL_ONE;
- case BLEND_SRC_COLOUR:
- return GL_SRC_COLOR;
- case BLEND_ONE_MINUS_SRC_COLOUR:
- return GL_ONE_MINUS_SRC_COLOR;
- case BLEND_SRC_ALPHA:
- return GL_SRC_ALPHA;
- case BLEND_ONE_MINUS_SRC_ALPHA:
- return GL_ONE_MINUS_SRC_ALPHA;
- case BLEND_DST_COLOUR:
- return GL_DST_COLOR;
- case BLEND_ONE_MINUS_DST_COLOUR:
- return GL_ONE_MINUS_DST_COLOR;
- case BLEND_DST_ALPHA:
- return GL_DST_ALPHA;
- case BLEND_ONE_MINUS_DST_ALPHA:
- return GL_ONE_MINUS_DST_ALPHA;
- case BLEND_SRC_ALPHA_SATURATE:
- return GL_SRC_ALPHA_SATURATE;
- }
- return GL_ZERO;
-}
-
-/// \todo Define special-case shaders in a data file.
-void OpenGLShader::construct(const char* name)
-{
- OpenGLState& state = appendDefaultPass();
- switch(name[0])
- {
- case '(':
- 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_sort = OpenGLState::eSortOverlayFirst;
-#else
- state.m_state = RENDER_CULLFACE|RENDER_DEPTHTEST|RENDER_COLOURWRITE|RENDER_DEPTHWRITE|RENDER_OFFSETLINE;
- state.m_sort = OpenGLState::eSortOverlayFirst + 1;
- state.m_depthfunc = GL_LEQUAL;
-
- OpenGLState& hiddenLine = appendDefaultPass();
- hiddenLine.m_colour[0] = 0.75;
- hiddenLine.m_colour[1] = 0.75;
- hiddenLine.m_colour[2] = 0.75;
- hiddenLine.m_colour[3] = 1;
- hiddenLine.m_state = RENDER_CULLFACE|RENDER_DEPTHTEST|RENDER_COLOURWRITE|RENDER_OFFSETLINE|RENDER_LINESTIPPLE;
- hiddenLine.m_sort = OpenGLState::eSortOverlayFirst;
- hiddenLine.m_depthfunc = GL_GREATER;
- hiddenLine.m_linestipple_factor = 2;
-#endif
- }
- else if(string_equal(name+1, "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_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;
-#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;
- }
- }
- }
-}
-
-
-#include "modulesystem/singletonmodule.h"
-#include "modulesystem/moduleregistry.h"
-
-class OpenGLStateLibraryAPI
-{
- OpenGLStateMap m_stateMap;
-public:
- typedef OpenGLStateLibrary Type;
- STRING_CONSTANT(Name, "*");
-
- OpenGLStateLibraryAPI()
- {
- g_openglStates = &m_stateMap;
- }
- ~OpenGLStateLibraryAPI()
- {
- g_openglStates = 0;
- }
- OpenGLStateLibrary* getTable()
- {
- return &m_stateMap;
- }
-};
-
-typedef SingletonModule<OpenGLStateLibraryAPI> OpenGLStateLibraryModule;
-typedef Static<OpenGLStateLibraryModule> StaticOpenGLStateLibraryModule;
-StaticRegisterModule staticRegisterOpenGLStateLibrary(StaticOpenGLStateLibraryModule::instance());
-
-class ShaderCacheDependencies : public GlobalShadersModuleRef, public GlobalTexturesModuleRef, public GlobalOpenGLStateLibraryModuleRef
-{
-public:
- ShaderCacheDependencies() :
- GlobalShadersModuleRef(GlobalRadiant().getRequiredGameDescriptionKeyValue("shaders"))
- {
- }
-};
-
-class ShaderCacheAPI
-{
- ShaderCache* m_shaderCache;
-public:
- typedef ShaderCache Type;
- STRING_CONSTANT(Name, "*");
-
- ShaderCacheAPI()
- {
- ShaderCache_Construct();
-
- m_shaderCache = GetShaderCache();
- }
- ~ShaderCacheAPI()
- {
- ShaderCache_Destroy();
- }
- ShaderCache* getTable()
- {
- return m_shaderCache;
- }
-};
-
-typedef SingletonModule<ShaderCacheAPI, ShaderCacheDependencies> ShaderCacheModule;
-typedef Static<ShaderCacheModule> StaticShaderCacheModule;
-StaticRegisterModule staticRegisterShaderCache(StaticShaderCacheModule::instance());
-
-