janwas
c0ed950657
this snowballed into a massive search+destroy of the hodgepodge of mostly equivalent types we had in use (int, uint, unsigned, unsigned int, i32, u32, ulong, uintN). it is more efficient to use 64-bit types in 64-bit mode, so the preferred default is size_t (for anything remotely resembling a size or index). tile coordinates are ssize_t to allow more efficient conversion to/from floating point. flags are int because we almost never need more than 15 distinct bits, bit test/set is not slower and int is fastest to type. finally, some data that is pretty much directly passed to OpenGL is now typed accordingly. after several hours, the code now requires fewer casts and less guesswork. other changes: - unit and player IDs now have an "invalid id" constant in the respective class to avoid casting and -1 - fix some endian/64-bit bugs in the map (un)packing. added a convenience function to write/read a size_t. - ia32: change CPUID interface to allow passing in ecx (required for cache topology detection, which I need at work). remove some unneeded functions from asm, replace with intrinsics where possible. This was SVN commit r5942.
292 lines
7.8 KiB
C++
292 lines
7.8 KiB
C++
/**
|
|
* =========================================================================
|
|
* File : RenderModifiers.cpp
|
|
* Project : Pyrogenesis
|
|
* Description : Implementation of common RenderModifiers
|
|
* =========================================================================
|
|
*/
|
|
|
|
#include "precompiled.h"
|
|
|
|
#include "lib/ogl.h"
|
|
#include "maths/Vector3D.h"
|
|
#include "maths/Vector4D.h"
|
|
|
|
#include "maths/Matrix3D.h"
|
|
|
|
#include "ps/CLogger.h"
|
|
|
|
#include "graphics/LightEnv.h"
|
|
#include "graphics/Model.h"
|
|
|
|
#include "renderer/RenderModifiers.h"
|
|
#include "renderer/Renderer.h"
|
|
#include "renderer/ShadowMap.h"
|
|
|
|
#define LOG_CATEGORY "graphics"
|
|
|
|
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////////
|
|
// RenderModifier implementation
|
|
|
|
const CMatrix3D* RenderModifier::GetTexGenMatrix(int UNUSED(pass))
|
|
{
|
|
debug_warn("GetTexGenMatrix not implemented by a derived RenderModifier");
|
|
return 0;
|
|
}
|
|
|
|
void RenderModifier::PrepareModel(int UNUSED(pass), CModel* UNUSED(model))
|
|
{
|
|
}
|
|
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////////
|
|
// LitRenderModifier implementation
|
|
|
|
LitRenderModifier::LitRenderModifier()
|
|
: m_Shadow(0), m_LightEnv(0)
|
|
{
|
|
}
|
|
|
|
LitRenderModifier::~LitRenderModifier()
|
|
{
|
|
}
|
|
|
|
// Set the shadow map for subsequent rendering
|
|
void LitRenderModifier::SetShadowMap(const ShadowMap* shadow)
|
|
{
|
|
m_Shadow = shadow;
|
|
}
|
|
|
|
// Set the light environment for subsequent rendering
|
|
void LitRenderModifier::SetLightEnv(const CLightEnv* lightenv)
|
|
{
|
|
m_LightEnv = lightenv;
|
|
}
|
|
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////////
|
|
// PlainRenderModifier implementation
|
|
|
|
PlainRenderModifier::PlainRenderModifier()
|
|
{
|
|
}
|
|
|
|
PlainRenderModifier::~PlainRenderModifier()
|
|
{
|
|
}
|
|
|
|
int PlainRenderModifier::BeginPass(int pass)
|
|
{
|
|
debug_assert(pass == 0);
|
|
|
|
// set up texture environment for base pass - modulate texture and primary color
|
|
pglActiveTextureARB(GL_TEXTURE0);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PRIMARY_COLOR);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);
|
|
|
|
// Set the proper LOD bias
|
|
glTexEnvf(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, g_Renderer.m_Options.m_LodBias);
|
|
|
|
// pass one through as alpha; transparent textures handled specially by TransparencyRenderer
|
|
// (gl_constant means the colour comes from the gl_texture_env_color)
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_CONSTANT);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
|
|
|
|
float color[] = { 1.0, 1.0, 1.0, 1.0 };
|
|
glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);
|
|
|
|
return STREAM_POS|STREAM_COLOR|STREAM_UV0;
|
|
}
|
|
|
|
bool PlainRenderModifier::EndPass(int UNUSED(pass))
|
|
{
|
|
// We didn't modify blend state or higher texenvs, so we don't have
|
|
// to reset OpenGL state here.
|
|
|
|
return true;
|
|
}
|
|
|
|
void PlainRenderModifier::PrepareTexture(int UNUSED(pass), CTexture* texture)
|
|
{
|
|
g_Renderer.SetTexture(0, texture);
|
|
}
|
|
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////////
|
|
// PlainLitRenderModifier implementation
|
|
|
|
PlainLitRenderModifier::PlainLitRenderModifier()
|
|
{
|
|
}
|
|
|
|
PlainLitRenderModifier::~PlainLitRenderModifier()
|
|
{
|
|
}
|
|
|
|
int PlainLitRenderModifier::BeginPass(int pass)
|
|
{
|
|
debug_assert(pass == 0);
|
|
debug_assert(GetShadowMap() && GetShadowMap()->GetUseDepthTexture());
|
|
|
|
// Ambient + Diffuse * Shadow
|
|
pglActiveTextureARB(GL_TEXTURE0);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PRIMARY_COLOR);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_TEXTURE1);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_PREVIOUS);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
|
|
|
|
pglActiveTextureARB(GL_TEXTURE1);
|
|
glEnable(GL_TEXTURE_2D);
|
|
glBindTexture(GL_TEXTURE_2D, GetShadowMap()->GetTexture());
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_ADD);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PREVIOUS);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_CONSTANT);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_PREVIOUS);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
|
|
|
|
glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &GetLightEnv()->m_UnitsAmbientColor.X);
|
|
|
|
// Incoming color is ambient + diffuse light
|
|
pglActiveTextureARB(GL_TEXTURE2);
|
|
glEnable(GL_TEXTURE_2D);
|
|
glBindTexture(GL_TEXTURE_2D, GetShadowMap()->GetTexture());
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PREVIOUS);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_TEXTURE0);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_PREVIOUS);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
|
|
|
|
pglActiveTextureARB(GL_TEXTURE0);
|
|
|
|
return STREAM_POS|STREAM_COLOR|STREAM_UV0|STREAM_TEXGENTOUV1;
|
|
}
|
|
|
|
const CMatrix3D* PlainLitRenderModifier::GetTexGenMatrix(int UNUSED(pass))
|
|
{
|
|
return &GetShadowMap()->GetTextureMatrix();
|
|
}
|
|
|
|
bool PlainLitRenderModifier::EndPass(int UNUSED(pass))
|
|
{
|
|
g_Renderer.BindTexture(1, 0);
|
|
g_Renderer.BindTexture(2, 0);
|
|
pglActiveTextureARB(GL_TEXTURE0);
|
|
pglClientActiveTextureARB(GL_TEXTURE0);
|
|
|
|
return true;
|
|
}
|
|
|
|
void PlainLitRenderModifier::PrepareTexture(int UNUSED(pass), CTexture* texture)
|
|
{
|
|
g_Renderer.SetTexture(0, texture);
|
|
}
|
|
|
|
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////////
|
|
// WireframeRenderModifier implementation
|
|
|
|
|
|
WireframeRenderModifier::WireframeRenderModifier()
|
|
{
|
|
}
|
|
|
|
WireframeRenderModifier::~WireframeRenderModifier()
|
|
{
|
|
}
|
|
|
|
int WireframeRenderModifier::BeginPass(int pass)
|
|
{
|
|
debug_assert(pass == 0);
|
|
|
|
// first switch on wireframe
|
|
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
|
|
|
|
// setup some renderstate ..
|
|
glDepthMask(0);
|
|
g_Renderer.SetTexture(0,0);
|
|
glColor4f(1,1,1,0.75f);
|
|
glLineWidth(1.0f);
|
|
|
|
glEnable(GL_BLEND);
|
|
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
|
|
|
|
return STREAM_POS;
|
|
}
|
|
|
|
|
|
bool WireframeRenderModifier::EndPass(int UNUSED(pass))
|
|
{
|
|
// .. restore the renderstates
|
|
glDisable(GL_BLEND);
|
|
glDepthMask(1);
|
|
|
|
// restore fill mode, and we're done
|
|
glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
void WireframeRenderModifier::PrepareTexture(int UNUSED(pass), CTexture* UNUSED(texture))
|
|
{
|
|
}
|
|
|
|
|
|
void WireframeRenderModifier::PrepareModel(int UNUSED(pass), CModel* UNUSED(model))
|
|
{
|
|
}
|
|
|
|
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////////
|
|
// SolidColorRenderModifier implementation
|
|
|
|
SolidColorRenderModifier::SolidColorRenderModifier()
|
|
{
|
|
}
|
|
|
|
SolidColorRenderModifier::~SolidColorRenderModifier()
|
|
{
|
|
}
|
|
|
|
int SolidColorRenderModifier::BeginPass(int UNUSED(pass))
|
|
{
|
|
g_Renderer.SetTexture(0,0);
|
|
|
|
return STREAM_POS;
|
|
}
|
|
|
|
bool SolidColorRenderModifier::EndPass(int UNUSED(pass))
|
|
{
|
|
return true;
|
|
}
|
|
|
|
void SolidColorRenderModifier::PrepareTexture(int UNUSED(pass), CTexture* UNUSED(texture))
|
|
{
|
|
}
|
|
|
|
void SolidColorRenderModifier::PrepareModel(int UNUSED(pass), CModel* UNUSED(model))
|
|
{
|
|
}
|