janwas
8c76dc34af
fix W4 warnings (unused param and type conversion mostly) This was SVN commit r3068.
180 lines
4.2 KiB
C++
180 lines
4.2 KiB
C++
/**
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* =========================================================================
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* File : RenderModifiers.cpp
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* Project : Pyrogenesis
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* Description : Implementation of common RenderModifiers
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*
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* @author Nicolai Hähnle <nicolai@wildfiregames.com>
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* =========================================================================
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*/
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#include "precompiled.h"
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#include "ogl.h"
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#include "Vector3D.h"
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#include "Vector4D.h"
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#include "ps/CLogger.h"
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#include "graphics/Color.h"
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#include "graphics/Model.h"
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#include "renderer/RenderModifiers.h"
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#include "renderer/Renderer.h"
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#define LOG_CATEGORY "graphics"
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///////////////////////////////////////////////////////////////////////////////////////////////
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// RenderModifier implementation
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void RenderModifier::PrepareModel(uint UNUSED(pass), CModel* UNUSED(model))
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{
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}
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///////////////////////////////////////////////////////////////////////////////////////////////
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// PlainRenderModifier implementation
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PlainRenderModifier::PlainRenderModifier()
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{
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}
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PlainRenderModifier::~PlainRenderModifier()
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{
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}
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u32 PlainRenderModifier::BeginPass(uint pass)
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{
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debug_assert(pass == 0);
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// set up texture environment for base pass - modulate texture and primary color
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pglActiveTextureARB(GL_TEXTURE0);
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PRIMARY_COLOR);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);
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// Set the proper LOD bias
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glTexEnvf(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, g_Renderer.m_Options.m_LodBias);
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// pass one through as alpha; transparent textures handled specially by TransparencyRenderer
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// (gl_constant means the colour comes from the gl_texture_env_color)
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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_CONSTANT);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
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float color[] = { 1.0, 1.0, 1.0, 1.0 };
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glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);
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return STREAM_POS|STREAM_COLOR|STREAM_UV0;
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}
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bool PlainRenderModifier::EndPass(uint UNUSED(pass))
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{
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// We didn't modify blend state or higher texenvs, so we don't have
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// to reset OpenGL state here.
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return true;
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}
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void PlainRenderModifier::PrepareTexture(uint UNUSED(pass), CTexture* texture)
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{
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g_Renderer.SetTexture(0, texture);
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}
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void PlainRenderModifier::PrepareModel(uint UNUSED(pass), CModel* UNUSED(model))
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{
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}
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///////////////////////////////////////////////////////////////////////////////////////////////
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// WireframeRenderModifier implementation
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WireframeRenderModifier::WireframeRenderModifier()
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{
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}
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WireframeRenderModifier::~WireframeRenderModifier()
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{
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}
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u32 WireframeRenderModifier::BeginPass(uint pass)
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{
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debug_assert(pass == 0);
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// first switch on wireframe
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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// setup some renderstate ..
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glDepthMask(0);
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g_Renderer.SetTexture(0,0);
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glColor4f(1,1,1,0.75f);
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glLineWidth(1.0f);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
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return STREAM_POS;
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}
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bool WireframeRenderModifier::EndPass(uint UNUSED(pass))
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{
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// .. restore the renderstates
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glDisable(GL_BLEND);
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glDepthMask(1);
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// restore fill mode, and we're done
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glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
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return true;
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}
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void WireframeRenderModifier::PrepareTexture(uint UNUSED(pass), CTexture* UNUSED(texture))
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{
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}
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void WireframeRenderModifier::PrepareModel(uint UNUSED(pass), CModel* UNUSED(model))
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{
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}
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///////////////////////////////////////////////////////////////////////////////////////////////
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// SolidColorRenderModifier implementation
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SolidColorRenderModifier::SolidColorRenderModifier()
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{
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}
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SolidColorRenderModifier::~SolidColorRenderModifier()
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{
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}
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u32 SolidColorRenderModifier::BeginPass(uint UNUSED(pass))
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{
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g_Renderer.SetTexture(0,0);
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return STREAM_POS;
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}
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bool SolidColorRenderModifier::EndPass(uint UNUSED(pass))
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{
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return true;
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}
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void SolidColorRenderModifier::PrepareTexture(uint UNUSED(pass), CTexture* UNUSED(texture))
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{
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}
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void SolidColorRenderModifier::PrepareModel(uint UNUSED(pass), CModel* UNUSED(model))
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{
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}
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