/* This file is part of Warzone 2100. Copyright (C) 1999-2004 Eidos Interactive Copyright (C) 2005-2007 Warzone Resurrection Project Warzone 2100 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. Warzone 2100 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 Warzone 2100; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA */ /***************************************************************************/ /* * pieState.c * * renderer setup and state control routines for 3D rendering * */ /***************************************************************************/ #include #ifdef _MSC_VER #include //needed for gl.h! --Qamly #endif #include #include #include "lib/framework/frame.h" #include "lib/ivis_common/piestate.h" #include "lib/ivis_common/piedef.h" #include "lib/ivis_common/tex.h" /***************************************************************************/ /* * Global Variables */ /***************************************************************************/ extern RENDER_STATE rendStates; /***************************************************************************/ /* * Source */ /***************************************************************************/ void pie_SetDepthBufferStatus(DEPTH_MODE depthMode) { switch(depthMode) { case DEPTH_CMP_LEQ_WRT_ON: glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LEQUAL); glDepthMask(GL_TRUE); break; case DEPTH_CMP_ALWAYS_WRT_ON: glDisable(GL_DEPTH_TEST); glDepthMask(GL_TRUE); break; case DEPTH_CMP_LEQ_WRT_OFF: glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LEQUAL); glDepthMask(GL_FALSE); break; case DEPTH_CMP_ALWAYS_WRT_OFF: glDisable(GL_DEPTH_TEST); glDepthMask(GL_FALSE); break; } } //*************************************************************************** // // pie_SetFogStatus(BOOL val) // // Toggle fog on and off for rendering objects inside or outside the 3D world // //*************************************************************************** void pie_SetFogStatus(BOOL val) { PIELIGHT fog; float fog_colour[4]; if (rendStates.fogEnabled) { //fog enabled so toggle if required if (rendStates.fog != val) { rendStates.fog = val; if (rendStates.fog) { fog.argb = pie_GetFogColour(); fog_colour[0] = fog.byte.r/255.0f; fog_colour[1] = fog.byte.g/255.0f; fog_colour[2] = fog.byte.b/255.0f; fog_colour[3] = fog.byte.a/255.0f; glFogi(GL_FOG_MODE, GL_LINEAR); glFogfv(GL_FOG_COLOR, fog_colour); glFogf(GL_FOG_DENSITY, 0.35f); glHint(GL_FOG_HINT, GL_DONT_CARE); glFogf(GL_FOG_START, 5000.0f); glFogf(GL_FOG_END, 7000.0f); glEnable(GL_FOG); } else { glDisable(GL_FOG); } } } else { //fog disabled so turn it off if not off already if (rendStates.fog != FALSE) { rendStates.fog = FALSE; } } } /***************************************************************************/ void pie_SetTexturePage(SDWORD num) { #ifndef PIETOOL if (num != rendStates.texPage) { rendStates.texPage = num; if (num < 0) { glDisable(GL_TEXTURE_2D); } else { glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, _TEX_PAGE[num].textPage3dfx); } } #endif } /***************************************************************************/ void pie_SetColourKeyedBlack(BOOL keyingOn) { #ifndef PIETOOL if (keyingOn != rendStates.keyingOn) { rendStates.keyingOn = keyingOn; pieStateCount++; if (keyingOn == TRUE) { glEnable(GL_ALPHA_TEST); glAlphaFunc(GL_GREATER, 0.1f); } else { glDisable(GL_ALPHA_TEST); } } #endif } /***************************************************************************/ void pie_SetColourCombine(COLOUR_MODE colCombMode) { #ifndef PIETOOL //ffs if (colCombMode != rendStates.colourCombine) { rendStates.colourCombine = colCombMode; pieStateCount++; switch (colCombMode) { case COLOUR_FLAT_CONSTANT: case COLOUR_FLAT_ITERATED: pie_SetTexturePage(-1); break; case COLOUR_TEX_CONSTANT: case COLOUR_TEX_ITERATED: default: break; } } #endif } /***************************************************************************/ void pie_SetTranslucencyMode(TRANSLUCENCY_MODE transMode) { #ifndef PIETOOL if (transMode != rendStates.transMode) { rendStates.transMode = transMode; switch (transMode) { case TRANS_ALPHA: glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); break; case TRANS_ADDITIVE: glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE); break; case TRANS_FILTER: glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_SRC_COLOR); break; default: rendStates.transMode = TRANS_DECAL; glDisable(GL_BLEND); break; } } #endif } /***************************************************************************/ // set the constant colour used in text and flat render modes /***************************************************************************/ void pie_SetColour(UDWORD colour) { if (colour != rendStates.colour) { PIELIGHT c; rendStates.colour = colour; pieStateCount++; c.argb = colour; glColor4ub(c.byte.r, c.byte.g, c.byte.b, c.byte.a); } } /***************************************************************************/ void pie_SetGammaValue(float val) { debug(LOG_VIDEO, "%s(%f)", __FUNCTION__, val); SDL_SetGamma(val, val, val); }