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/*
* Copyright (C) Volition, Inc. 1999. All rights reserved.
*
* All source code herein is the property of Volition, Inc. You may not sell
* or otherwise commercially exploit the source or things you created based on the
* source.
*
*/
#ifndef _GROPENGLSTATE_H
#define _GROPENGLSTATE_H
#include "globalincs/pstypes.h"
#include "graphics/gropengl.h"
#include "graphics/gropenglextension.h"
#include "graphics/gropengltexture.h"
#define MAX_UNIFORM_BUFFERS 6
struct opengl_texture_unit {
GLboolean active; // unit is active
GLboolean enabled; // has texture target enabled
GLenum texture_target;
GLuint texture_id;
GLboolean texgen_S;
GLboolean texgen_T;
GLboolean texgen_R;
GLboolean texgen_Q;
GLenum texgen_mode_S;
GLenum texgen_mode_T;
GLenum texgen_mode_R;
GLenum texgen_mode_Q;
GLenum env_mode;
GLenum env_combine_rgb;
GLenum env_combine_alpha;
GLfloat rgb_scale;
GLfloat alpha_scale;
GLboolean used;
};
class opengl_texture_state
{
private:
void default_values(GLint unit, GLenum target = GL_INVALID_ENUM);
GLuint active_texture_unit;
GLboolean shader_mode;
opengl_texture_unit *units;
GLuint num_texture_units;
public:
opengl_texture_state(): active_texture_unit(0), shader_mode(GL_FALSE), units(NULL), Current_texture_source(TEXTURE_SOURCE_NONE) {}
~opengl_texture_state();
gr_texture_source Current_texture_source;
void init(GLuint n_units);
GLboolean TexgenS(GLint state = -1);
GLboolean TexgenT(GLint state = -1);
GLboolean TexgenR(GLint state = -1);
GLboolean TexgenQ(GLint state = -1);
void SetTarget(GLenum tex_target);
void SetActiveUnit(GLuint id = 0);
void Enable(GLuint tex_id = 0);
void Disable();
void DisableUnused();
void DisableAll();
void ResetUsed();
void Delete(GLuint tex_id);
GLfloat AnisoFilter(GLfloat aniso = 0.0f);
inline void SetRGBScale(GLfloat scale);
inline void SetAlphaScale(GLfloat scale);
inline void SetEnvMode(GLenum mode);
inline void SetEnvCombineMode(GLenum cmode, GLenum cfunc);
inline void SetWrapS(GLenum mode);
inline void SetWrapT(GLenum mode);
inline void SetWrapR(GLenum mode);
inline void SetTexgenModeS(GLenum mode);
inline void SetTexgenModeT(GLenum mode);
inline void SetTexgenModeR(GLenum mode);
inline void SetTexgenModeQ(GLenum mode);
inline GLenum GetTarget();
inline void SetShaderMode(GLboolean mode);
};
inline void opengl_texture_state::SetRGBScale(GLfloat scale)
{
Assert( ((scale == 1.0f) || (scale == 2.0f) || (scale == 4.0f)) );
glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE, scale);
}
inline void opengl_texture_state::SetAlphaScale(GLfloat scale)
{
Assert( ((scale == 1.0f) || (scale == 2.0f) || (scale == 4.0f)) );
glTexEnvf(GL_TEXTURE_ENV, GL_ALPHA_SCALE, scale);
}
inline void opengl_texture_state::SetEnvMode(GLenum mode)
{
if (mode != units[active_texture_unit].env_mode) {
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, mode);
units[active_texture_unit].env_mode = mode;
}
}
inline void opengl_texture_state::SetEnvCombineMode(GLenum cmode, GLenum cfunc)
{
SetEnvMode(GL_COMBINE);
if (cmode == GL_COMBINE_RGB) {
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, cfunc);
} else if (cmode == GL_COMBINE_ALPHA) {
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, cfunc);
}
}
inline void opengl_texture_state::SetWrapS(GLenum mode)
{
// glTexParameteri(units[active_texture_unit].texture_target, GL_TEXTURE_WRAP_S, mode);
}
inline void opengl_texture_state::SetWrapT(GLenum mode)
{
// glTexParameteri(units[active_texture_unit].texture_target, GL_TEXTURE_WRAP_T, mode);
}
inline void opengl_texture_state::SetWrapR(GLenum mode)
{
// glTexParameteri(units[active_texture_unit].texture_target, GL_TEXTURE_WRAP_R, mode);
}
inline void opengl_texture_state::SetTexgenModeS(GLenum mode)
{
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, mode);
}
inline void opengl_texture_state::SetTexgenModeT(GLenum mode)
{
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, mode);
}
inline void opengl_texture_state::SetTexgenModeR(GLenum mode)
{
glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, mode);
}
inline void opengl_texture_state::SetTexgenModeQ(GLenum mode)
{
glTexGeni(GL_Q, GL_TEXTURE_GEN_MODE, mode);
}
inline GLenum opengl_texture_state::GetTarget()
{
return units[active_texture_unit].texture_target;
}
inline void opengl_texture_state::SetShaderMode(GLboolean mode)
{
shader_mode = mode;
}
struct opengl_client_texture_unit
{
GLboolean status;
GLuint buffer;
GLint size;
GLenum type;
GLsizei stride;
GLvoid *pointer;
bool reset_ptr;
bool used_for_draw;
};
struct opengl_vertex_attrib_unit
{
GLboolean status;
GLuint buffer;
GLint size;
GLenum type;
GLboolean normalized;
GLsizei stride;
GLvoid *pointer;
bool status_init;
bool ptr_init;
bool reset_ptr;
bool used_for_draw;
};
class opengl_array_state
{
private:
GLuint active_client_texture_unit;
GLuint num_client_texture_units;
opengl_client_texture_unit *client_texture_units;
GLboolean color_array_Status;
GLuint color_array_Buffer;
GLint color_array_size;
GLenum color_array_type;
GLsizei color_array_stride;
GLvoid *color_array_pointer;
bool color_array_reset_ptr;
bool color_array_used_for_draw;
GLboolean normal_array_Status;
GLuint normal_array_Buffer;
GLenum normal_array_Type;
GLsizei normal_array_Stride;
GLvoid *normal_array_Pointer;
bool normal_array_reset_ptr;
bool normal_array_used_for_draw;
GLboolean vertex_array_Status;
GLuint vertex_array_Buffer;
GLint vertex_array_Size;
GLenum vertex_array_Type;
GLsizei vertex_array_Stride;
GLvoid *vertex_array_Pointer;
bool vertex_array_reset_ptr;
bool vertex_array_used_for_draw;
SCP_map<GLuint, opengl_vertex_attrib_unit> vertex_attrib_units;
GLuint array_buffer;
GLuint element_array_buffer;
GLuint texture_array_buffer;
GLuint uniform_buffer;
GLuint uniform_buffer_index_bindings[MAX_UNIFORM_BUFFERS];
public:
opengl_array_state(): active_client_texture_unit(0), client_texture_units(NULL) {
for ( int i = 0; i < MAX_UNIFORM_BUFFERS; ++i ) {
uniform_buffer_index_bindings[i] = 0;
}
}
~opengl_array_state();
void init(GLuint n_units);
void SetActiveClientUnit(GLuint id);
void EnableClientTexture();
void DisableClientTexture();
void TexPointer(GLint size, GLenum type, GLsizei stride, GLvoid *pointer);
void EnableClientColor();
void DisableClientColor();
void ColorPointer(GLint size, GLenum type, GLsizei stride, GLvoid *pointer);
void EnableClientNormal();
void DisableClientNormal();
void NormalPointer(GLenum type, GLsizei stride, GLvoid *pointer);
void EnableClientVertex();
void DisableClientVertex();
void VertexPointer(GLint size, GLenum type, GLsizei stride, GLvoid *pointer);
void EnableVertexAttrib(GLuint index);
void DisableVertexAttrib(GLuint index);
void VertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, GLvoid *pointer);
void BindPointersBegin();
void BindPointersEnd();
void BindArrayBuffer(GLuint id);
void BindElementBuffer(GLuint id);
void BindTextureBuffer(GLuint id);
void BindUniformBuffer(GLuint id);
void BindUniformBufferBindingIndex(GLuint id, GLuint index);
};
struct uniform_bind
{
SCP_string name;
enum data_type {
INT,
FLOAT,
VEC2,
VEC3,
VEC4,
MATRIX4
};
uniform_bind::data_type type;
int index;
int count;
int tranpose;
};
class opengl_uniform_state
{
SCP_vector<uniform_bind> uniforms;
SCP_vector<int> uniform_data_ints;
SCP_vector<float> uniform_data_floats;
SCP_vector<vec2d> uniform_data_vec2d;
SCP_vector<vec3d> uniform_data_vec3d;
SCP_vector<vec4> uniform_data_vec4;
SCP_vector<matrix4> uniform_data_matrix4;
SCP_map<SCP_string, int> uniform_lookup;
int findUniform(const SCP_string &name);
public:
opengl_uniform_state();
void setUniformi(const SCP_string &name, const int value);
void setUniformf(const SCP_string &name, const float value);
void setUniform2f(const SCP_string &name, const float x, const float y);
void setUniform2f(const SCP_string &name, const vec2d &val);
void setUniform3f(const SCP_string &name, const float x, const float y, const float z);
void setUniform3f(const SCP_string &name, const vec3d &value);
void setUniform4f(const SCP_string &name, const vec4 &val);
void setUniformMatrix4fv(const SCP_string &name, const int count, const matrix4 *value);
void setUniformMatrix4f(const SCP_string &name, const matrix4 &val);
void reset();
};
class opengl_state
{
friend class opengl_texture_state;
private:
GLboolean fog_Status;
GLboolean blend_Status;
GLboolean alphatest_Status;
GLboolean depthtest_Status;
GLboolean scissortest_Status;
GLboolean stenciltest_Status;
GLboolean cullface_Status;
GLboolean polygonoffsetfill_Status;
GLboolean normalize_Status;
GLboolean clipplane_Status[6];
GLboolean clipdistance_Status[6];
GLboolean *light_Status;
GLboolean depthmask_Status;
GLboolean lighting_Status;
GLboolean colormask_Status;
GLubyte red_Status;
GLubyte blue_Status;
GLubyte green_Status;
GLubyte alpha_Status;
bool color_invalid;
GLenum frontface_Value;
GLenum cullface_Value;
GLenum blendfunc_Value[2];
GLenum depthfunc_Value;
GLenum polygon_mode_Face;
GLenum polygon_mode_Mode;
GLfloat polygon_offset_Factor;
GLfloat polygon_offset_Unit;
gr_alpha_blend Current_alpha_blend_mode;
gr_zbuffer_type Current_zbuffer_type;
gr_stencil_type Current_stencil_type;
public:
opengl_state() : light_Status(NULL) {}
~opengl_state();
void init();
opengl_texture_state Texture;
opengl_array_state Array;
opengl_uniform_state Uniform;
void SetTextureSource(gr_texture_source ts);
void SetAlphaBlendMode(gr_alpha_blend ab);
void SetZbufferType(gr_zbuffer_type zt);
void SetStencilType(gr_stencil_type st);
void SetPolygonOffset(GLfloat factor, GLfloat units);
void SetPolygonMode(GLenum face, GLenum mode);
// the GLboolean functions will return the current state if no argument
// and the previous state if an argument is passed
GLboolean Lighting(GLint state = -1);
GLboolean Fog(GLint state = -1);
GLboolean Blend(GLint state = -1);
GLboolean AlphaTest(GLint state = -1);
GLboolean DepthTest(GLint state = -1);
GLboolean ScissorTest(GLint state = -1);
GLboolean StencilTest(GLint state = -1);
GLboolean CullFace(GLint state = -1);
GLboolean PolygonOffsetFill(GLint state = -1);
GLboolean Normalize(GLint state = -1);
GLboolean Light(GLint num, GLint state = -1);
GLboolean ClipPlane(GLint num, GLint state = -1);
GLboolean ClipDistance(GLint num, GLint state = -1);
GLboolean DepthMask(GLint state = -1);
GLboolean ColorMask(GLint state = -1);
inline GLenum FrontFaceValue(GLenum new_val = GL_INVALID_ENUM);
inline GLenum CullFaceValue(GLenum new_val = GL_INVALID_ENUM);
inline void BlendFunc(GLenum s_val, GLenum d_val);
inline GLenum BlendFuncSource();
inline GLenum BlendFuncDest();
inline GLenum DepthFunc(GLenum new_val = GL_INVALID_ENUM);
inline void AlphaFunc(GLenum f_val, GLclampf r_val);
inline void Color(GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha = 255);
inline void InvalidateColor();
};
inline GLenum opengl_state::FrontFaceValue(GLenum new_val)
{
if (new_val != frontface_Value) {
if (new_val != GL_INVALID_ENUM) {
glFrontFace(new_val);
frontface_Value = new_val;
}
}
return frontface_Value;
}
inline GLenum opengl_state::CullFaceValue(GLenum new_val)
{
if (new_val != cullface_Value) {
if (new_val != GL_INVALID_ENUM) {
glCullFace(new_val);
cullface_Value = new_val;
}
}
return cullface_Value;
}
inline void opengl_state::BlendFunc(GLenum s_val, GLenum d_val)
{
if ( !((s_val == blendfunc_Value[0]) && (d_val == blendfunc_Value[1])) ) {
glBlendFunc(s_val, d_val);
blendfunc_Value[0] = s_val;
blendfunc_Value[1] = d_val;
Current_alpha_blend_mode = (gr_alpha_blend)(-1);
}
}
inline GLenum opengl_state::BlendFuncSource()
{
return blendfunc_Value[0];
}
inline GLenum opengl_state::BlendFuncDest()
{
return blendfunc_Value[1];
}
inline GLenum opengl_state::DepthFunc(GLenum new_val)
{
if (new_val != depthfunc_Value) {
if (new_val != GL_INVALID_ENUM) {
glDepthFunc(new_val);
depthfunc_Value = new_val;
Current_zbuffer_type = (gr_zbuffer_type)(-1);
}
}
return depthfunc_Value;
}
inline void opengl_state::AlphaFunc(GLenum f_val, GLclampf r_val)
{
glAlphaFunc(f_val, r_val);
}
inline void opengl_state::Color(GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha)
{
if ( color_invalid || (red != red_Status) || (green != green_Status) || (blue != blue_Status) || (alpha != alpha_Status) ) {
glColor4ub(red, green, blue, alpha);
red_Status = red;
green_Status = green;
blue_Status = blue;
alpha_Status = alpha;
color_invalid = false;
}
}
inline void opengl_state::InvalidateColor()
{
color_invalid = true;
}
extern opengl_state GL_state;
void gr_opengl_clear_states();
void opengl_setup_render_states(int &r,int &g,int &b,int &alpha, int &tmap_type, int flags, int is_scaler = 0);
#endif // _GROPENGLSTATE_H
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