warzone2100/lib/ivis_opengl/piestate.c

213 lines
4.9 KiB
C

/***************************************************************************/
/*
* pieState.c
*
* renderer setup and state control routines for 3D rendering
*
*/
/***************************************************************************/
#include <string.h>
#ifdef _MSC_VER
#include <windows.h> //needed for gl.h! --Qamly
#endif
#include <SDL/SDL_opengl.h>
#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) // FIXME Remove if unused
{
}