warzone2100/lib/ivis_opengl/piestate.cpp

664 lines
16 KiB
C++

/*
This file is part of Warzone 2100.
Copyright (C) 1999-2004 Eidos Interactive
Copyright (C) 2005-2011 Warzone 2100 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
*/
/** \file
* Renderer setup and state control routines for 3D rendering.
*/
#include "lib/framework/frame.h"
#include "lib/framework/opengl.h"
#include <physfs.h>
#include "lib/ivis_opengl/pieblitfunc.h"
#include "lib/ivis_opengl/piestate.h"
#include "lib/ivis_opengl/piedef.h"
#include "lib/ivis_opengl/tex.h"
#include "lib/ivis_opengl/piepalette.h"
#include "screen.h"
/*
* Global Variables
*/
static bool shadersAvailable;
static GLuint shaderProgram[SHADER_MAX];
static GLfloat shaderStretch = 0;
static GLint locTeam, locStretch, locTCMask, locFog, locNormalMap, locEcm, locTime;
static SHADER_MODE currentShaderMode = SHADER_NONE;
unsigned int pieStateCount = 0; // Used in pie_GetResetCounts
static RENDER_STATE rendStates;
static GLint ecmState = 0;
static GLfloat timeState = 0.0f;
void rendStatesRendModeHack()
{
rendStates.rendMode = REND_ALPHA;
}
/*
* Source
*/
void pie_SetDefaultStates(void)//Sets all states
{
PIELIGHT black;
//fog off
rendStates.fogEnabled = false;// enable fog before renderer
rendStates.fog = false;//to force reset to false
pie_SetFogStatus(false);
black.rgba = 0;
black.byte.a = 255;
pie_SetFogColour(black);
//depth Buffer on
pie_SetDepthBufferStatus(DEPTH_CMP_LEQ_WRT_ON);
rendStates.rendMode = REND_ALPHA; // to force reset to REND_OPAQUE
pie_SetRendMode(REND_OPAQUE);
//chroma keying on black
rendStates.keyingOn = false;//to force reset to true
pie_SetAlphaTest(true);
}
//***************************************************************************
//
// pie_EnableFog(bool val)
//
// Global enable/disable fog to allow fog to be turned of ingame
//
//***************************************************************************
void pie_EnableFog(bool val)
{
if (rendStates.fogEnabled != val)
{
debug(LOG_FOG, "pie_EnableFog: Setting fog to %s", val ? "ON" : "OFF");
rendStates.fogEnabled = val;
if (val)
{
pie_SetFogColour(WZCOL_FOG);
}
else
{
pie_SetFogColour(WZCOL_BLACK); // clear background to black
}
}
}
bool pie_GetFogEnabled(void)
{
return rendStates.fogEnabled;
}
//***************************************************************************
//
// pie_SetFogStatus(bool val)
//
// Toggle fog on and off for rendering objects inside or outside the 3D world
//
//***************************************************************************
bool pie_GetFogStatus(void)
{
return rendStates.fog;
}
void pie_SetFogColour(PIELIGHT colour)
{
rendStates.fogColour = colour;
}
PIELIGHT pie_GetFogColour(void)
{
return rendStates.fogColour;
}
bool pie_GetShaderAvailability(void)
{
return shadersAvailable;
}
void pie_SetShaderAvailability(bool availability)
{
shadersAvailable = availability;
}
// Read shader into text buffer
static char *readShaderBuf(const char *name)
{
PHYSFS_file *fp;
int filesize;
char *buffer;
fp = PHYSFS_openRead(name);
debug(LOG_3D, "Reading...[directory: %s] %s", PHYSFS_getRealDir(name), name);
ASSERT_OR_RETURN(0, fp != NULL, "Could not open %s", name);
filesize = PHYSFS_fileLength(fp);
buffer = (char *)malloc(filesize + 1);
if (buffer)
{
PHYSFS_read(fp, buffer, 1, filesize);
buffer[filesize] = '\0';
}
PHYSFS_close(fp);
return buffer;
}
// Retrieve shader compilation errors
static void printShaderInfoLog(code_part part, GLuint shader)
{
GLint infologLen = 0;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infologLen);
if (infologLen > 0)
{
GLint charsWritten = 0;
GLchar *infoLog = (GLchar *)malloc(infologLen);
glGetShaderInfoLog(shader, infologLen, &charsWritten, infoLog);
debug(part, "Shader info log: %s", infoLog);
free(infoLog);
}
}
// Retrieve shader linkage errors
static void printProgramInfoLog(code_part part, GLuint program)
{
GLint infologLen = 0;
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &infologLen);
if (infologLen > 0)
{
GLint charsWritten = 0;
GLchar *infoLog = (GLchar *)malloc(infologLen);
glGetProgramInfoLog(program, infologLen, &charsWritten, infoLog);
debug(part, "Program info log: %s", infoLog);
free(infoLog);
}
}
// Read/compile/link shaders
static bool loadShaders(GLuint *program, const char *definitions,
const char *vertexPath, const char *fragmentPath)
{
GLint status;
bool success = true; // Assume overall success
char *buffer[2];
*program = glCreateProgram();
ASSERT_OR_RETURN(false, definitions != NULL, "Null in preprocessor definitions!");
ASSERT_OR_RETURN(false, *program, "Could not create shader program!");
*buffer = (char *)definitions;
if (vertexPath)
{
success = false; // Assume failure before reading shader file
if ((*(buffer + 1) = readShaderBuf(vertexPath)))
{
GLuint shader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(shader, 2, (const char **)buffer, NULL);
glCompileShader(shader);
// Check for compilation errors
glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
if (!status)
{
debug(LOG_ERROR, "Vertex shader compilation has failed [%s]", vertexPath);
printShaderInfoLog(LOG_ERROR, shader);
}
else
{
printShaderInfoLog(LOG_3D, shader);
glAttachShader(*program, shader);
success = true;
}
free(*(buffer + 1));
}
}
if (success && fragmentPath)
{
success = false; // Assume failure before reading shader file
if ((*(buffer + 1) = readShaderBuf(fragmentPath)))
{
GLuint shader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(shader, 2, (const char **)buffer, NULL);
glCompileShader(shader);
// Check for compilation errors
glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
if (!status)
{
debug(LOG_ERROR, "Fragment shader compilation has failed [%s]", fragmentPath);
printShaderInfoLog(LOG_ERROR, shader);
}
else
{
printShaderInfoLog(LOG_3D, shader);
glAttachShader(*program, shader);
success = true;
}
free(*(buffer + 1));
}
}
if (success)
{
glLinkProgram(*program);
// Check for linkage errors
glGetProgramiv(*program, GL_LINK_STATUS, &status);
if (!status)
{
debug(LOG_ERROR, "Shader program linkage has failed [%s, %s]", vertexPath, fragmentPath);
printProgramInfoLog(LOG_ERROR, *program);
success = false;
}
else
{
printProgramInfoLog(LOG_3D, *program);
}
}
return success;
}
// Run from screen.c on init. FIXME: do some kind of FreeShaders on failure.
bool pie_LoadShaders()
{
GLuint program;
bool result;
// Try to load some shaders
shaderProgram[SHADER_NONE] = 0;
// TCMask shader for map-placed models with advanced lighting
debug(LOG_3D, "Loading shader: SHADER_COMPONENT");
result = loadShaders(&program, "", "shaders/tcmask.vert", "shaders/tcmask.frag");
ASSERT_OR_RETURN(false, result, "Failed to load component shader");
shaderProgram[SHADER_COMPONENT] = program;
// TCMask shader for buttons with flat lighting
debug(LOG_3D, "Loading shader: SHADER_BUTTON");
result = loadShaders(&program, "", "shaders/button.vert", "shaders/button.frag");
ASSERT_OR_RETURN(false, result, "Failed to load button shader");
shaderProgram[SHADER_BUTTON] = program;
currentShaderMode = SHADER_NONE;
return true;
}
void pie_DeactivateShader(void)
{
currentShaderMode = SHADER_NONE;
glUseProgram(0);
}
void pie_SetShaderTime(uint32_t shaderTime)
{
uint32_t base = shaderTime % 1000;
if (base > 500)
{
base = 1000 - base; // cycle
}
timeState = (GLfloat)base / 1000.0f;
}
void pie_SetShaderEcmEffect(bool value)
{
ecmState = (int)value;
}
void pie_SetShaderStretchDepth(float stretch)
{
shaderStretch = stretch;
}
void pie_ActivateFallback(SHADER_MODE, iIMDShape* shape, PIELIGHT teamcolour, PIELIGHT colour)
{
if (shape->tcmaskpage == iV_TEX_INVALID)
{
return;
}
//Set the environment colour with tcmask
GLfloat tc_env_colour[4];
pal_PIELIGHTtoRGBA4f(&tc_env_colour[0], teamcolour);
// TU0
glActiveTexture(GL_TEXTURE0);
pie_SetTexturePage(shape->texpage);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, tc_env_colour);
// TU0 RGB
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_ADD_SIGNED);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_CONSTANT);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR);
// TU0 Alpha
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
// TU1
glActiveTexture(GL_TEXTURE1);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, _TEX_PAGE[shape->tcmaskpage].id);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
// TU1 RGB
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_INTERPOLATE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_PREVIOUS);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_TEXTURE0);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB, GL_SRC_ALPHA);
// TU1 Alpha
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_PREVIOUS);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
glEnable(GL_BLEND);
glBlendFunc(GL_CONSTANT_COLOR, GL_ZERO);
glBlendColor(colour.byte.r / 255.0, colour.byte.g / 255.0,
colour.byte.b / 255.0, colour.byte.a / 255.0);
glActiveTexture(GL_TEXTURE0);
}
void pie_DeactivateFallback()
{
glDisable(GL_BLEND);
rendStates.rendMode = REND_OPAQUE;
glActiveTexture(GL_TEXTURE1);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glDisable(GL_TEXTURE_2D);
glActiveTexture(GL_TEXTURE0);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
}
void pie_ActivateShader(SHADER_MODE shaderMode, iIMDShape* shape, PIELIGHT teamcolour, PIELIGHT colour)
{
int maskpage = shape->tcmaskpage;
int normalpage = shape->normalpage;
GLfloat colour4f[4];
if (shaderMode != currentShaderMode)
{
GLint locTex0, locTex1, locTex2;
glUseProgram(shaderProgram[shaderMode]);
locTex0 = glGetUniformLocation(shaderProgram[shaderMode], "Texture0");
locTex1 = glGetUniformLocation(shaderProgram[shaderMode], "Texture1");
locTex2 = glGetUniformLocation(shaderProgram[shaderMode], "Texture2");
locTeam = glGetUniformLocation(shaderProgram[shaderMode], "teamcolour");
locStretch = glGetUniformLocation(shaderProgram[shaderMode], "stretch");
locTCMask = glGetUniformLocation(shaderProgram[shaderMode], "tcmask");
locNormalMap = glGetUniformLocation(shaderProgram[shaderMode], "normalmap");
locFog = glGetUniformLocation(shaderProgram[shaderMode], "fogEnabled");
locEcm = glGetUniformLocation(shaderProgram[shaderMode], "ecmEffect");
locTime = glGetUniformLocation(shaderProgram[shaderMode], "graphicsCycle");
// These never change
glUniform1i(locTex0, 0);
glUniform1i(locTex1, 1);
glUniform1i(locTex2, 2);
currentShaderMode = shaderMode;
}
glColor4ubv(colour.vector);
pie_SetTexturePage(shape->texpage);
pal_PIELIGHTtoRGBA4f(&colour4f[0], teamcolour);
glUniform4fv(locTeam, 1, &colour4f[0]);
glUniform1f(locStretch, shaderStretch);
glUniform1i(locTCMask, maskpage != iV_TEX_INVALID);
glUniform1i(locNormalMap, normalpage != iV_TEX_INVALID);
glUniform1i(locFog, rendStates.fog);
glUniform1f(locTime, timeState);
glUniform1i(locEcm, ecmState);
if (maskpage != iV_TEX_INVALID)
{
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, _TEX_PAGE[maskpage].id);
}
if (normalpage != iV_TEX_INVALID)
{
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, _TEX_PAGE[normalpage].id);
}
glActiveTexture(GL_TEXTURE0);
#ifdef _DEBUG
glErrors();
#endif
}
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;
}
}
/// Set the depth (z) offset
/// Negative values are closer to the screen
void pie_SetDepthOffset(float offset)
{
if(offset == 0.0f)
{
glDisable (GL_POLYGON_OFFSET_FILL);
}
else
{
glPolygonOffset(offset, offset);
glEnable (GL_POLYGON_OFFSET_FILL);
}
}
/// Set the OpenGL fog start and end
void pie_UpdateFogDistance(float begin, float end)
{
glFogf(GL_FOG_START, begin);
glFogf(GL_FOG_END, end);
}
//
// pie_SetFogStatus(bool val)
//
// Toggle fog on and off for rendering objects inside or outside the 3D world
//
void pie_SetFogStatus(bool val)
{
float fog_colour[4];
if (rendStates.fogEnabled)
{
//fog enabled so toggle if required
if (rendStates.fog != val)
{
rendStates.fog = val;
if (rendStates.fog) {
PIELIGHT fog = 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);
glEnable(GL_FOG);
glClearColor(fog_colour[0], fog_colour[1], fog_colour[2], fog_colour[3]);
} else {
glDisable(GL_FOG);
glClearColor(0, 0, 0, 0);
}
}
}
else
{
//fog disabled so turn it off if not off already
if (rendStates.fog != false)
{
rendStates.fog = false;
}
}
}
/** Selects a texture page and binds it for the current texture unit
* \param num a number indicating the texture page to bind. If this is a
* negative value (doesn't matter what value) it will disable texturing.
*/
void pie_SetTexturePage(SDWORD num)
{
// Only bind textures when they're not bound already
if (num != rendStates.texPage)
{
switch (num)
{
case TEXPAGE_NONE:
glDisable(GL_TEXTURE_2D);
break;
case TEXPAGE_EXTERN:
// GLC will set the texture, we just need to enable texturing
glEnable(GL_TEXTURE_2D);
break;
default:
if (rendStates.texPage == TEXPAGE_NONE)
{
glEnable(GL_TEXTURE_2D);
}
ASSERT_OR_RETURN(, num < iV_TEX_MAX, "Index out of bounds: %d", num);
glBindTexture(GL_TEXTURE_2D, _TEX_PAGE[num].id);
}
rendStates.texPage = num;
}
}
void pie_SetAlphaTest(bool keyingOn)
{
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);
}
}
}
void pie_SetRendMode(REND_MODE rendMode)
{
if (rendMode != rendStates.rendMode)
{
rendStates.rendMode = rendMode;
switch (rendMode)
{
case REND_OPAQUE:
glDisable(GL_BLEND);
break;
case REND_ALPHA:
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
break;
case REND_ADDITIVE:
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
break;
case REND_MULTIPLICATIVE:
glEnable(GL_BLEND);
glBlendFunc(GL_ZERO, GL_SRC_COLOR);
break;
case REND_PREMULTIPLIED:
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
break;
default:
ASSERT(false, "Bad render state");
break;
}
}
return;
}
bool _glerrors(const char *function, const char *file, int line)
{
bool ret = false;
GLenum err = glGetError();
while (err != GL_NO_ERROR)
{
ret = true;
debug(LOG_ERROR, "OpenGL error in function %s at %s:%u: %s\n", function, file, line, gluErrorString(err));
err = glGetError();
}
return ret;
}