254 lines
5.8 KiB
C
254 lines
5.8 KiB
C
/*
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This file is part of Warzone 2100.
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Copyright (C) 1999-2004 Eidos Interactive
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Copyright (C) 2005-2007 Warzone Resurrection Project
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Warzone 2100 is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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Warzone 2100 is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Warzone 2100; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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*/
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/** \file
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* Renderer setup and state control routines for 3D rendering.
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*/
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#include "lib/ivis_opengl/GLee.h"
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#include "lib/framework/frame.h"
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#include <SDL.h>
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#include <SDL_mouse.h>
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#include "lib/ivis_common/piestate.h"
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#include "lib/ivis_common/piedef.h"
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#include "lib/ivis_common/tex.h"
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#include "lib/ivis_common/piepalette.h"
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#include "lib/ivis_common/rendmode.h"
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/*
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* Global Variables
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*/
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// Variables for the coloured mouse cursor
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static CURSOR MouseCursor = 0;
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static bool ColouredMouse = false;
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static IMAGEFILE* MouseCursors = NULL;
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static uint16_t MouseCursorIDs[CURSOR_MAX];
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extern RENDER_STATE rendStates;
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/*
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* Source
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*/
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void pie_SetDepthBufferStatus(DEPTH_MODE depthMode)
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{
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switch(depthMode)
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{
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case DEPTH_CMP_LEQ_WRT_ON:
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_LEQUAL);
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glDepthMask(GL_TRUE);
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break;
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case DEPTH_CMP_ALWAYS_WRT_ON:
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glDisable(GL_DEPTH_TEST);
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glDepthMask(GL_TRUE);
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break;
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case DEPTH_CMP_LEQ_WRT_OFF:
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_LEQUAL);
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glDepthMask(GL_FALSE);
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break;
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case DEPTH_CMP_ALWAYS_WRT_OFF:
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glDisable(GL_DEPTH_TEST);
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glDepthMask(GL_FALSE);
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break;
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}
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}
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/// Set the depth (z) offset
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/// Negative values are closer to the screen
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void pie_SetDepthOffset(float offset)
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{
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if(offset == 0.0f)
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{
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glDisable (GL_POLYGON_OFFSET_FILL);
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}
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else
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{
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glPolygonOffset(offset, offset);
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glEnable (GL_POLYGON_OFFSET_FILL);
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}
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}
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/// Set the OpenGL fog start and end
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void pie_UpdateFogDistance(float begin, float end)
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{
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glFogf(GL_FOG_START, begin);
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glFogf(GL_FOG_END, end);
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}
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//
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// pie_SetFogStatus(BOOL val)
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//
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// Toggle fog on and off for rendering objects inside or outside the 3D world
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//
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void pie_SetFogStatus(BOOL val)
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{
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float fog_colour[4];
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if (rendStates.fogEnabled)
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{
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//fog enabled so toggle if required
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if (rendStates.fog != val)
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{
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rendStates.fog = val;
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if (rendStates.fog) {
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PIELIGHT fog = pie_GetFogColour();
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fog_colour[0] = fog.byte.r/255.0f;
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fog_colour[1] = fog.byte.g/255.0f;
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fog_colour[2] = fog.byte.b/255.0f;
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fog_colour[3] = fog.byte.a/255.0f;
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glFogi(GL_FOG_MODE, GL_LINEAR);
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glFogfv(GL_FOG_COLOR, fog_colour);
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glFogf(GL_FOG_DENSITY, 0.35f);
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glHint(GL_FOG_HINT, GL_DONT_CARE);
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glEnable(GL_FOG);
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} else {
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glDisable(GL_FOG);
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}
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}
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}
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else
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{
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//fog disabled so turn it off if not off already
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if (rendStates.fog != false)
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{
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rendStates.fog = false;
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}
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}
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}
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/** Selects a texture page and binds it for the current texture unit
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* \param num a number indicating the texture page to bind. If this is a
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* negative value (doesn't matter what value) it will disable texturing.
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*/
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void pie_SetTexturePage(SDWORD num)
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{
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// Only bind textures when they're not bound already
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if (num != rendStates.texPage)
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{
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switch (num)
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{
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case TEXPAGE_NONE:
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glDisable(GL_TEXTURE_2D);
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break;
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case TEXPAGE_FONT:
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// GLC will set the texture, we just need to enable texturing
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glEnable(GL_TEXTURE_2D);
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break;
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default:
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if (rendStates.texPage == TEXPAGE_NONE || rendStates.texPage == TEXPAGE_FONT)
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{
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glEnable(GL_TEXTURE_2D);
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}
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glBindTexture(GL_TEXTURE_2D, _TEX_PAGE[num].id);
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}
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rendStates.texPage = num;
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}
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}
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void pie_SetAlphaTest(BOOL keyingOn)
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{
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if (keyingOn != rendStates.keyingOn)
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{
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rendStates.keyingOn = keyingOn;
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pieStateCount++;
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if (keyingOn == true) {
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glEnable(GL_ALPHA_TEST);
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glAlphaFunc(GL_GREATER, 0.1f);
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} else {
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glDisable(GL_ALPHA_TEST);
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}
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}
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}
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void pie_SetTranslucencyMode(TRANSLUCENCY_MODE transMode)
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{
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if (transMode != rendStates.transMode) {
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rendStates.transMode = transMode;
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switch (transMode) {
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case TRANS_ALPHA:
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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break;
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case TRANS_ADDITIVE:
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE);
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break;
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default:
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rendStates.transMode = TRANS_DECAL;
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glDisable(GL_BLEND);
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break;
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}
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}
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}
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void pie_SetGammaValue(float val)
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{
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debug(LOG_VIDEO, "%s(%f)", __FUNCTION__, val);
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SDL_SetGamma(val, val, val);
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}
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void pie_InitColourMouse(IMAGEFILE* img, const uint16_t cursorIDs[CURSOR_MAX])
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{
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MouseCursors = img;
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memcpy(MouseCursorIDs, cursorIDs, sizeof(MouseCursorIDs));
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}
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/** Selects the given mouse cursor.
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* \param cursor mouse cursor to render
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* \param coloured wether a coloured or black&white cursor should be used
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*/
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void pie_SetMouse(CURSOR cursor, bool coloured)
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{
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ASSERT(cursor < CURSOR_MAX, "Attempting to load non-existent cursor: %u", (unsigned int)cursor);
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MouseCursor = cursor;
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SDL_ShowCursor(ColouredMouse ? SDL_DISABLE : SDL_ENABLE);
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frameSetCursor(MouseCursor);
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ColouredMouse = coloured;
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}
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/** Draws the current mouse cursor at the given coordinates
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* \param X,Y mouse coordinates
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*/
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void pie_DrawMouse(unsigned int X, unsigned int Y)
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{
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SDL_ShowCursor(ColouredMouse ? SDL_DISABLE : SDL_ENABLE);
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if (!ColouredMouse)
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return;
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ASSERT(MouseCursors != NULL, "Drawing coloured mouse cursor while no coloured mouse cursors have been loaded yet!");
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iV_DrawImage(MouseCursors, MouseCursorIDs[MouseCursor], X, Y);
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}
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