warzone2100/lib/ivis_opengl/piestate.c

260 lines
5.9 KiB
C

/*
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
*/
/** \file
* Renderer setup and state control routines for 3D rendering.
*/
#include "lib/ivis_opengl/GLee.h"
#include "lib/framework/frame.h"
#include <SDL.h>
#include <SDL_mouse.h>
#include "lib/ivis_common/piestate.h"
#include "lib/ivis_common/piedef.h"
#include "lib/ivis_common/tex.h"
#include "lib/ivis_common/piepalette.h"
#include "lib/ivis_common/rendmode.h"
/*
* Global Variables
*/
// Variables for the coloured mouse cursor
static CURSOR MouseCursor = 0;
static bool ColouredMouse = false;
static IMAGEFILE* MouseCursors = NULL;
static uint16_t MouseCursorIDs[CURSOR_MAX];
static bool MouseVisible = true;
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;
}
}
/// 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);
} else {
glDisable(GL_FOG);
}
}
}
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_FONT:
// GLC will set the texture, we just need to enable texturing
glEnable(GL_TEXTURE_2D);
break;
default:
if (rendStates.texPage == TEXPAGE_NONE || rendStates.texPage == TEXPAGE_FONT)
{
glEnable(GL_TEXTURE_2D);
}
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_SetTranslucencyMode(TRANSLUCENCY_MODE transMode)
{
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;
default:
rendStates.transMode = TRANS_DECAL;
glDisable(GL_BLEND);
break;
}
}
}
void pie_InitColourMouse(IMAGEFILE* img, const uint16_t cursorIDs[CURSOR_MAX])
{
MouseCursors = img;
memcpy(MouseCursorIDs, cursorIDs, sizeof(MouseCursorIDs));
}
/** Selects the given mouse cursor.
* \param cursor mouse cursor to render
* \param coloured wether a coloured or black&white cursor should be used
*/
void pie_SetMouse(CURSOR cursor, bool coloured)
{
ASSERT(cursor < CURSOR_MAX, "Attempting to load non-existent cursor: %u", (unsigned int)cursor);
MouseCursor = cursor;
frameSetCursor(MouseCursor);
ColouredMouse = coloured;
}
/** Draws the current mouse cursor at the given coordinates
* \param X,Y mouse coordinates
*/
void pie_DrawMouse(unsigned int X, unsigned int Y)
{
if (ColouredMouse && MouseVisible)
{
ASSERT(MouseCursors != NULL, "Drawing coloured mouse cursor while no coloured mouse cursors have been loaded yet!");
iV_DrawImage(MouseCursors, MouseCursorIDs[MouseCursor], X, Y);
}
}
/** Set the visibility of the mouse cursor */
void pie_ShowMouse(bool visible)
{
MouseVisible = visible;
if (MouseVisible && !ColouredMouse)
{
SDL_ShowCursor(SDL_ENABLE);
}
else
{
SDL_ShowCursor(SDL_DISABLE);
}
}