/
dgl_common.cpp
1213 lines (1036 loc) · 36.4 KB
/
dgl_common.cpp
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/** @file dgl_common.cpp Misc Drawing Routines
*
* @authors Copyright © 2004-2017 Jaakko Keränen <jaakko.keranen@iki.fi>
* @authors Copyright © 2007-2015 Daniel Swanson <danij@dengine.net>
*
* @par License
* GPL: http://www.gnu.org/licenses/gpl.html
*
* <small>This program 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. This program 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 this program; if not, see:
* http://www.gnu.org/licenses</small>
*/
#define DENG_NO_API_MACROS_GL
#include "de_base.h"
#include "gl/gl_main.h"
#include <cmath>
#include <cstdlib>
#include <de/concurrency.h>
#include <de/GLInfo>
#include <de/GLState>
#include <de/GLUniform>
#include <de/Matrix>
#include <doomsday/res/Textures>
#include "api_gl.h"
#include "gl/gl_defer.h"
#include "gl/gl_draw.h"
#include "gl/gl_texmanager.h"
#include "render/r_draw.h"
using namespace de;
struct DGLState
{
int matrixMode = 0;
QVector<Matrix4f> matrixStacks[4];
int activeTexture = 0;
bool enableTexture[2] { true, false };
bool enableFog = false;
int textureModulation = 0;
Vector4f textureModulationColor;
DGLenum fogMode = DGL_LINEAR;
float fogStart = 0;
float fogEnd = 0;
float fogDensity = 0;
Vector4f fogColor;
DGLState()
{
// The matrix stacks initially contain identity matrices.
for (auto &stack : matrixStacks)
{
stack.append(Matrix4f());
}
}
int stackIndex(DGLenum id) const
{
switch (id)
{
case DGL_TEXTURE0:
return 2;
case DGL_TEXTURE1:
return 3;
case DGL_TEXTURE:
return 2 + activeTexture;
default: {
int const index = int(id) - DGL_MODELVIEW;
DENG2_ASSERT(index >= 0 && index < 2);
return index; }
}
}
void pushMatrix()
{
auto &stack = matrixStacks[matrixMode];
stack.push_back(stack.back());
}
void popMatrix()
{
auto &stack = matrixStacks[matrixMode];
DENG2_ASSERT(stack.size() > 1);
stack.pop_back();
}
void loadMatrix(Matrix4f const &mat)
{
auto &stack = matrixStacks[matrixMode];
DENG2_ASSERT(!stack.isEmpty());
stack.back() = mat;
}
void multMatrix(Matrix4f const &mat)
{
auto &stack = matrixStacks[matrixMode];
DENG2_ASSERT(!stack.isEmpty());
stack.back() = stack.back() * mat;
}
};
static DGLState dgl;
Matrix4f DGL_Matrix(DGLenum matrixMode)
{
return dgl.matrixStacks[dgl.stackIndex(matrixMode)].back();
}
void DGL_SetModulationColor(Vector4f const &modColor)
{
dgl.textureModulationColor = modColor;
}
Vector4f DGL_ModulationColor()
{
return dgl.textureModulationColor;
}
void DGL_FogParams(GLUniform &fogRange, GLUniform &fogColor)
{
if (dgl.enableFog)
{
fogColor = Vector4f(dgl.fogColor[0],
dgl.fogColor[1],
dgl.fogColor[2],
1.f);
// TODO: Implement EXP and EXP2 fog modes. This is LINEAR.
Rangef const depthPlanes = GL_DepthClipRange();
float const fogDepth = dgl.fogEnd - dgl.fogStart;
fogRange = Vector4f(dgl.fogStart,
fogDepth,
depthPlanes.start,
depthPlanes.end);
}
else
{
fogColor = Vector4f();
}
}
#if 0
/**
* Requires a texture environment mode that can add and multiply.
* Nvidia's and ATI's appropriate extensions are supported, other cards will
* not be able to utilize multitextured lights.
*/
static void envAddColoredAlpha(int activate, GLenum addFactor)
{
DENG_ASSERT_IN_MAIN_THREAD();
DENG_ASSERT_GL_CONTEXT_ACTIVE();
if(activate)
{
LIBGUI_GL.glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE,
GLInfo::extensions().NV_texture_env_combine4? GL_COMBINE4_NV : GL_COMBINE);
LIBGUI_GL.glTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE, 1);
// Combine: texAlpha * constRGB + 1 * prevRGB.
if(GLInfo::extensions().NV_texture_env_combine4)
{
LIBGUI_GL.glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_ADD);
LIBGUI_GL.glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE);
LIBGUI_GL.glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, addFactor);
LIBGUI_GL.glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_CONSTANT);
LIBGUI_GL.glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR);
LIBGUI_GL.glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB, GL_ZERO);
LIBGUI_GL.glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB, GL_ONE_MINUS_SRC_COLOR);
LIBGUI_GL.glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE3_RGB_NV, GL_PREVIOUS);
LIBGUI_GL.glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND3_RGB_NV, GL_SRC_COLOR);
}
else if(GLInfo::extensions().ATI_texture_env_combine3)
{ // MODULATE_ADD_ATI: Arg0 * Arg2 + Arg1.
LIBGUI_GL.glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE_ADD_ATI);
LIBGUI_GL.glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE);
LIBGUI_GL.glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, addFactor);
LIBGUI_GL.glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB, GL_CONSTANT);
LIBGUI_GL.glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB, GL_SRC_COLOR);
LIBGUI_GL.glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_PREVIOUS);
LIBGUI_GL.glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR);
}
else
{ // This doesn't look right.
LIBGUI_GL.glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_ADD);
LIBGUI_GL.glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE);
LIBGUI_GL.glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, addFactor);
LIBGUI_GL.glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_CONSTANT);
LIBGUI_GL.glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR);
}
}
else
{
LIBGUI_GL.glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
}
}
/**
* Setup the texture environment for single-pass multiplicative lighting.
* The last texture unit is always used for the texture modulation.
* TUs 1...n-1 are used for dynamic lights.
*/
static void envModMultiTex(int activate)
{
DENG_ASSERT_IN_MAIN_THREAD();
DENG_ASSERT_GL_CONTEXT_ACTIVE();
// Setup TU 2: The modulated texture.
LIBGUI_GL.glActiveTexture(GL_TEXTURE1);
LIBGUI_GL.glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
// Setup TU 1: The dynamic light.
LIBGUI_GL.glActiveTexture(GL_TEXTURE0);
envAddColoredAlpha(activate, GL_SRC_ALPHA);
// This is a single-pass mode. The alpha should remain unmodified
// during the light stage.
if(activate)
{
// Replace: primAlpha.
LIBGUI_GL.glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE);
LIBGUI_GL.glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_PREVIOUS);
LIBGUI_GL.glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
}
}
#endif
void DGL_ModulateTexture(int mode)
{
dgl.textureModulation = mode;
switch (mode)
{
default:
qDebug() << "DGL_ModulateTexture: texture modulation mode" << mode << "not implemented";
break;
case 0:
case 1:
case 2:
case 3:
case 4:
case 6:
case 8:
case 10:
case 11:
break;
}
#if 0
DENG_ASSERT_IN_MAIN_THREAD();
DENG_ASSERT_GL_CONTEXT_ACTIVE();
switch(mode)
{
case 0:
// No modulation: just replace with texture.
LIBGUI_GL.glActiveTexture(GL_TEXTURE0);
LIBGUI_GL.glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
break;
case 1:
// Normal texture modulation with primary color.
LIBGUI_GL.glActiveTexture(GL_TEXTURE0);
LIBGUI_GL.glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
break;
case 12:
// Normal texture modulation on both stages. TU 1 modulates with
// primary color, TU 2 with TU 1.
LIBGUI_GL.glActiveTexture(GL_TEXTURE1);
LIBGUI_GL.glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
LIBGUI_GL.glActiveTexture(GL_TEXTURE0);
LIBGUI_GL.glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
break;
case 2:
case 3:
// Texture modulation and interpolation.
LIBGUI_GL.glActiveTexture(GL_TEXTURE1);
LIBGUI_GL.glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
LIBGUI_GL.glTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE, 1);
if(mode == 2)
{ // Used with surfaces that have a color.
// TU 2: Modulate previous with primary color.
LIBGUI_GL.glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE);
LIBGUI_GL.glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_PRIMARY_COLOR);
LIBGUI_GL.glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR);
LIBGUI_GL.glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_PREVIOUS);
LIBGUI_GL.glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR);
}
else
{ // Mode 3: Used with surfaces with no primary color.
// TU 2: Pass through.
LIBGUI_GL.glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_REPLACE);
LIBGUI_GL.glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_PREVIOUS);
LIBGUI_GL.glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR);
}
LIBGUI_GL.glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE);
LIBGUI_GL.glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_PREVIOUS);
LIBGUI_GL.glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
// TU 1: Interpolate between texture 1 and 2, using the constant
// alpha as the factor.
LIBGUI_GL.glActiveTexture(GL_TEXTURE0);
LIBGUI_GL.glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
LIBGUI_GL.glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_INTERPOLATE);
LIBGUI_GL.glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE1);
LIBGUI_GL.glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR);
LIBGUI_GL.glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_TEXTURE0);
LIBGUI_GL.glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR);
LIBGUI_GL.glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB, GL_CONSTANT);
LIBGUI_GL.glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB, GL_SRC_ALPHA);
LIBGUI_GL.glTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE, 1);
LIBGUI_GL.glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE);
LIBGUI_GL.glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_PREVIOUS);
LIBGUI_GL.glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
break;
case 4:
// Apply sector light, dynamic light and texture.
envModMultiTex(true);
break;
case 5:
case 10:
// Sector light * texture + dynamic light.
LIBGUI_GL.glActiveTexture(GL_TEXTURE1);
envAddColoredAlpha(true, mode == 5 ? GL_SRC_ALPHA : GL_SRC_COLOR);
// Alpha remains unchanged.
if(GLInfo::extensions().NV_texture_env_combine4)
{
LIBGUI_GL.glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_ADD);
LIBGUI_GL.glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_ZERO);
LIBGUI_GL.glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
LIBGUI_GL.glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA, GL_PREVIOUS);
LIBGUI_GL.glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA, GL_SRC_ALPHA);
LIBGUI_GL.glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA, GL_ZERO);
LIBGUI_GL.glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA, GL_SRC_ALPHA);
LIBGUI_GL.glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE3_ALPHA_NV, GL_ZERO);
LIBGUI_GL.glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND3_ALPHA_NV, GL_SRC_ALPHA);
}
else
{
LIBGUI_GL.glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE);
LIBGUI_GL.glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_PREVIOUS);
LIBGUI_GL.glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
}
LIBGUI_GL.glActiveTexture(GL_TEXTURE0);
LIBGUI_GL.glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
break;
case 6:
// Simple dynlight addition (add to primary color).
LIBGUI_GL.glActiveTexture(GL_TEXTURE0);
envAddColoredAlpha(true, GL_SRC_ALPHA);
break;
case 7:
// Dynlight addition without primary color.
LIBGUI_GL.glActiveTexture(GL_TEXTURE0);
LIBGUI_GL.glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
LIBGUI_GL.glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE);
LIBGUI_GL.glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE);
LIBGUI_GL.glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_ALPHA);
LIBGUI_GL.glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_CONSTANT);
LIBGUI_GL.glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR);
LIBGUI_GL.glTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE, 1);
break;
case 8:
case 9:
// Texture and Detail.
LIBGUI_GL.glActiveTexture(GL_TEXTURE1);
LIBGUI_GL.glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
LIBGUI_GL.glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE);
LIBGUI_GL.glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_PREVIOUS);
LIBGUI_GL.glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR);
LIBGUI_GL.glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_TEXTURE);
LIBGUI_GL.glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR);
LIBGUI_GL.glTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE, 2);
LIBGUI_GL.glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE);
LIBGUI_GL.glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_PREVIOUS);
LIBGUI_GL.glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
LIBGUI_GL.glActiveTexture(GL_TEXTURE0);
if(mode == 8)
{
LIBGUI_GL.glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
}
else
{ // Mode 9: Ignore primary color.
LIBGUI_GL.glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
}
break;
case 11:
// Normal modulation, alpha of 2nd stage.
// Tex0: texture
// Tex1: shiny texture
LIBGUI_GL.glActiveTexture(GL_TEXTURE1);
LIBGUI_GL.glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
LIBGUI_GL.glTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE, 1);
LIBGUI_GL.glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_REPLACE);
LIBGUI_GL.glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_PREVIOUS);
LIBGUI_GL.glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR);
LIBGUI_GL.glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE);
LIBGUI_GL.glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_PREVIOUS);
LIBGUI_GL.glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
LIBGUI_GL.glActiveTexture(GL_TEXTURE0);
LIBGUI_GL.glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
LIBGUI_GL.glTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE, 1);
LIBGUI_GL.glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE);
LIBGUI_GL.glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_PREVIOUS);
LIBGUI_GL.glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR);
LIBGUI_GL.glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_TEXTURE1);
LIBGUI_GL.glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR);
LIBGUI_GL.glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_MODULATE);
LIBGUI_GL.glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_PREVIOUS);
LIBGUI_GL.glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
LIBGUI_GL.glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA, GL_TEXTURE0);
LIBGUI_GL.glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA, GL_SRC_ALPHA);
break;
default:
break;
}
#endif
}
/*void GL_BlendOp(int op)
{
if(!GL_state.features.blendSubtract)
return;
DENG_ASSERT_IN_MAIN_THREAD();
DENG_ASSERT_GL_CONTEXT_ACTIVE();
LIBGUI_GL.glBlendEquationEXT(op);
}*/
void GL_SetVSync(dd_bool on)
{
// Outside the main thread we'll need to defer the call.
if (!Sys_InMainThread())
{
GL_DeferSetVSync(on);
return;
}
DENG_ASSERT_GL_CONTEXT_ACTIVE();
GLInfo::setSwapInterval(on ? 1 : 0);
}
#undef DGL_SetScissor
DENG_EXTERN_C void DGL_SetScissor(RectRaw const *rect)
{
if(!rect) return;
DENG_ASSERT_IN_MAIN_THREAD();
DENG_ASSERT_GL_CONTEXT_ACTIVE();
GameWidget &game = ClientWindow::main().game();
// Note that the game is unaware of the game widget position, assuming that (0,0)
// is the top left corner of the drawing area. Fortunately, the current viewport
// has been set to cover the game widget area, so we can set the scissor relative
// to it.
auto norm = GuiWidget::normalizedRect(Rectanglei(rect->origin.x, rect->origin.y,
rect->size.width, rect->size.height),
Rectanglei::fromSize(game.rule().recti().size()));
GLState::current().setNormalizedScissor(norm).apply();
}
#undef DGL_SetScissor2
DENG_EXTERN_C void DGL_SetScissor2(int x, int y, int width, int height)
{
RectRaw rect;
rect.origin.x = x;
rect.origin.y = y;
rect.size.width = width;
rect.size.height = height;
DGL_SetScissor(&rect);
}
#undef DGL_GetIntegerv
dd_bool DGL_GetIntegerv(int name, int *v)
{
DENG_ASSERT_IN_MAIN_THREAD();
DENG_ASSERT_GL_CONTEXT_ACTIVE();
float color[4];
switch(name)
{
case DGL_ACTIVE_TEXTURE:
*v = dgl.activeTexture;
break;
case DGL_TEXTURE_2D:
*v = (dgl.enableTexture[dgl.activeTexture]? 1 : 0);
break;
case DGL_TEXTURE0:
*v = dgl.enableTexture[0]? 1 : 0;
break;
case DGL_TEXTURE1:
*v = dgl.enableTexture[1]? 1 : 0;
break;
case DGL_MODULATE_TEXTURE:
*v = dgl.textureModulation;
break;
// case DGL_MODULATE_ADD_COMBINE:
// qDebug() << "DGL_GetIntegerv: tex env not available";
// //*v = GLInfo::extensions().NV_texture_env_combine4 || GLInfo::extensions().ATI_texture_env_combine3;
// break;
case DGL_SCISSOR_TEST:
*(GLint *) v = GLState::current().scissor();
break;
case DGL_FOG:
*v = (dgl.enableFog? 1 : 0);
break;
case DGL_FOG_MODE:
*v = int(dgl.fogMode);
break;
case DGL_CURRENT_COLOR_R:
DGL_CurrentColor(color);
*v = int(color[0] * 255);
break;
case DGL_CURRENT_COLOR_G:
DGL_CurrentColor(color);
*v = int(color[1] * 255);
break;
case DGL_CURRENT_COLOR_B:
DGL_CurrentColor(color);
*v = int(color[2] * 255);
break;
case DGL_CURRENT_COLOR_A:
DGL_CurrentColor(color);
*v = int(color[3] * 255);
break;
case DGL_CURRENT_COLOR_RGBA:
DGL_CurrentColor(color);
for (int i = 0; i < 4; ++i)
{
v[i] = int(color[i] * 255);
}
break;
default:
return false;
}
return true;
}
#undef DGL_GetInteger
int DGL_GetInteger(int name)
{
int values[10] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 };
DGL_GetIntegerv(name, values);
return values[0];
}
#undef DGL_SetInteger
dd_bool DGL_SetInteger(int name, int value)
{
DENG_ASSERT_IN_MAIN_THREAD();
DENG_ASSERT_GL_CONTEXT_ACTIVE();
switch(name)
{
case DGL_ACTIVE_TEXTURE:
DENG2_ASSERT(value >= 0);
DENG2_ASSERT(value < MAX_TEX_UNITS);
dgl.activeTexture = value;
LIBGUI_GL.glActiveTexture(GLenum(GL_TEXTURE0 + value));
break;
case DGL_MODULATE_TEXTURE:
DGL_ModulateTexture(value);
break;
default:
return false;
}
return true;
}
#undef DGL_GetFloatv
dd_bool DGL_GetFloatv(int name, float *v)
{
DENG_ASSERT_IN_MAIN_THREAD();
DENG_ASSERT_GL_CONTEXT_ACTIVE();
float color[4];
switch (name)
{
case DGL_CURRENT_COLOR_R:
DGL_CurrentColor(color);
*v = color[0];
break;
case DGL_CURRENT_COLOR_G:
DGL_CurrentColor(color);
*v = color[1];
break;
case DGL_CURRENT_COLOR_B:
DGL_CurrentColor(color);
*v = color[2];
break;
case DGL_CURRENT_COLOR_A:
DGL_CurrentColor(color);
*v = color[3];
break;
case DGL_CURRENT_COLOR_RGBA:
DGL_CurrentColor(v);
break;
case DGL_FOG_START:
v[0] = dgl.fogStart;
break;
case DGL_FOG_END:
v[0] = dgl.fogEnd;
break;
case DGL_FOG_DENSITY:
v[0] = dgl.fogDensity;
break;
case DGL_FOG_COLOR:
for (int i = 0; i < 4; ++i)
{
v[i] = dgl.fogColor[i];
}
break;
case DGL_LINE_WIDTH:
v[0] = GL_state.currentLineWidth;
break;
case DGL_POINT_SIZE:
v[0] = GL_state.currentPointSize;
break;
default:
return false;
}
return true;
}
#undef DGL_GetFloat
float DGL_GetFloat(int name)
{
float value = 0.f;
DGL_GetFloatv(name, &value);
return value;
}
#undef DGL_SetFloat
dd_bool DGL_SetFloat(int name, float value)
{
DENG_ASSERT_IN_MAIN_THREAD();
DENG_ASSERT_GL_CONTEXT_ACTIVE();
switch(name)
{
case DGL_LINE_WIDTH:
GL_state.currentLineWidth = value;
GLInfo::setLineWidth(value);
break;
case DGL_POINT_SIZE:
GL_state.currentPointSize = value;
LIBGUI_GL.glPointSize(value);
break;
default:
return false;
}
return true;
}
#undef DGL_PushState
void DGL_PushState(void)
{
GLState::push();
}
#undef DGL_PopState
void DGL_PopState(void)
{
GLState::pop();
// Make sure the restored state is immediately in effect.
GLState::current().apply();
}
#undef DGL_Enable
int DGL_Enable(int cap)
{
DENG_ASSERT_IN_MAIN_THREAD();
DENG_ASSERT_GL_CONTEXT_ACTIVE();
switch(cap)
{
case DGL_TEXTURE_2D:
dgl.enableTexture[dgl.activeTexture] = true;
break;
case DGL_TEXTURE0:
DGL_SetInteger(DGL_ACTIVE_TEXTURE, 0);
dgl.enableTexture[0] = true;
break;
case DGL_TEXTURE1:
DGL_SetInteger(DGL_ACTIVE_TEXTURE, 1);
dgl.enableTexture[1] = true;
break;
case DGL_FOG:
dgl.enableFog = true;
break;
case DGL_SCISSOR_TEST:
//glEnable(GL_SCISSOR_TEST);
break;
case DGL_LINE_SMOOTH:
Deferred_glEnable(GL_LINE_SMOOTH);
break;
case DGL_POINT_SMOOTH:
//Deferred_glEnable(GL_POINT_SMOOTH);
// TODO: Not needed?
break;
default:
DENG_ASSERT(!"DGL_Enable: Invalid cap");
return 0;
}
LIBGUI_ASSERT_GL_OK();
return 1;
}
#undef DGL_Disable
void DGL_Disable(int cap)
{
DENG_ASSERT_IN_MAIN_THREAD();
DENG_ASSERT_GL_CONTEXT_ACTIVE();
switch(cap)
{
case DGL_TEXTURE_2D:
dgl.enableTexture[dgl.activeTexture] = false;
break;
case DGL_TEXTURE0:
DGL_SetInteger(DGL_ACTIVE_TEXTURE, 0);
dgl.enableTexture[0] = false;
break;
case DGL_TEXTURE1:
DGL_SetInteger(DGL_ACTIVE_TEXTURE, 1);
dgl.enableTexture[1] = false;
break;
case DGL_FOG:
dgl.enableFog = false;
break;
case DGL_SCISSOR_TEST:
GLState::current().clearScissor().apply();
break;
case DGL_LINE_SMOOTH:
Deferred_glDisable(GL_LINE_SMOOTH);
break;
case DGL_POINT_SMOOTH:
Deferred_glDisable(GL_POINT_SMOOTH);
break;
default:
DENG_ASSERT(!"DGL_Disable: Invalid cap");
break;
}
LIBGUI_ASSERT_GL_OK();
}
#undef DGL_BlendOp
void DGL_BlendOp(int op)
{
GLState::current().setBlendOp(op == DGL_SUBTRACT ? gl::Subtract :
op == DGL_REVERSE_SUBTRACT ? gl::ReverseSubtract :
gl::Add)
.apply();
}
#undef DGL_BlendFunc
void DGL_BlendFunc(int param1, int param2)
{
DENG_ASSERT_IN_MAIN_THREAD();
DENG_ASSERT_GL_CONTEXT_ACTIVE();
GLState::current().setBlendFunc(param1 == DGL_ZERO ? gl::Zero :
param1 == DGL_ONE ? gl::One :
param1 == DGL_DST_COLOR ? gl::DestColor :
param1 == DGL_ONE_MINUS_DST_COLOR ? gl::OneMinusDestColor :
param1 == DGL_SRC_ALPHA ? gl::SrcAlpha :
param1 == DGL_ONE_MINUS_SRC_ALPHA ? gl::OneMinusSrcAlpha :
param1 == DGL_DST_ALPHA ? gl::DestAlpha :
param1 == DGL_ONE_MINUS_DST_ALPHA ? gl::OneMinusDestAlpha :
gl::Zero
,
param2 == DGL_ZERO ? gl::Zero :
param2 == DGL_ONE ? gl::One :
param2 == DGL_SRC_COLOR ? gl::SrcColor :
param2 == DGL_ONE_MINUS_SRC_COLOR ? gl::OneMinusSrcColor :
param2 == DGL_SRC_ALPHA ? gl::SrcAlpha :
param2 == DGL_ONE_MINUS_SRC_ALPHA ? gl::OneMinusSrcAlpha :
param2 == DGL_DST_ALPHA ? gl::DestAlpha :
param2 == DGL_ONE_MINUS_DST_ALPHA ? gl::OneMinusDestAlpha :
gl::Zero)
.apply();
}
#undef DGL_BlendMode
void DGL_BlendMode(blendmode_t mode)
{
GL_BlendMode(mode);
}
#undef DGL_SetNoMaterial
void DGL_SetNoMaterial(void)
{
GL_SetNoTexture();
}
static gl::Wrapping DGL_ToGLWrapCap(DGLint cap)
{
switch(cap)
{
case DGL_CLAMP:
case DGL_CLAMP_TO_EDGE:
return gl::ClampToEdge;
case DGL_REPEAT:
return gl::Repeat;
default:
DENG2_ASSERT(!"DGL_ToGLWrapCap: Unknown cap value");
break;
}
}
#undef DGL_SetMaterialUI
void DGL_SetMaterialUI(world_Material *mat, DGLint wrapS, DGLint wrapT)
{
GL_SetMaterialUI2(reinterpret_cast<world::Material *>(mat),
DGL_ToGLWrapCap(wrapS),
DGL_ToGLWrapCap(wrapT));
}
#undef DGL_SetPatch
void DGL_SetPatch(patchid_t id, DGLint wrapS, DGLint wrapT)
{
try
{
res::TextureManifest &manifest = res::Textures::get().textureScheme("Patches").findByUniqueId(id);
if(!manifest.hasTexture()) return;
res::Texture &tex = manifest.texture();
TextureVariantSpec const &texSpec =
Rend_PatchTextureSpec(0 | (tex.isFlagged(res::Texture::Monochrome) ? TSF_MONOCHROME : 0)
| (tex.isFlagged(res::Texture::UpscaleAndSharpen) ? TSF_UPSCALE_AND_SHARPEN : 0),
DGL_ToGLWrapCap(wrapS), DGL_ToGLWrapCap(wrapT));
GL_BindTexture(static_cast<ClientTexture &>(tex).prepareVariant(texSpec));
}
catch(res::TextureScheme::NotFoundError const &er)
{
// Log but otherwise ignore this error.
LOG_RES_WARNING("Cannot use patch ID %i: %s") << id << er.asText();
}
}
#undef DGL_SetPSprite
void DGL_SetPSprite(world_Material *mat)
{
GL_SetPSprite(reinterpret_cast<world::Material *>(mat), 0, 0);
}
#undef DGL_SetPSprite2
void DGL_SetPSprite2(world_Material *mat, int tclass, int tmap)
{
GL_SetPSprite(reinterpret_cast<world::Material *>(mat), tclass, tmap);
}
#undef DGL_SetRawImage
void DGL_SetRawImage(lumpnum_t lumpNum, DGLint wrapS, DGLint wrapT)
{
GL_SetRawImage(lumpNum, DGL_ToGLWrapCap(wrapS), DGL_ToGLWrapCap(wrapT));
}
#undef DGL_MatrixMode
void DGL_MatrixMode(DGLenum mode)
{
DENG_ASSERT_IN_MAIN_THREAD();
dgl.matrixMode = dgl.stackIndex(mode);
}
#undef DGL_PushMatrix
void DGL_PushMatrix(void)
{
DENG_ASSERT_IN_MAIN_THREAD();
dgl.pushMatrix();
}
#undef DGL_PopMatrix
void DGL_PopMatrix(void)
{
DENG_ASSERT_IN_MAIN_THREAD();
dgl.popMatrix();
}
#undef DGL_LoadIdentity
void DGL_LoadIdentity(void)
{
DENG_ASSERT_IN_MAIN_THREAD();
dgl.loadMatrix(Matrix4f());
}
#undef DGL_LoadMatrix
void DGL_LoadMatrix(float const *matrix4x4)
{
DENG_ASSERT_IN_MAIN_THREAD();
dgl.loadMatrix(Matrix4f(matrix4x4));
}
#undef DGL_Translatef
void DGL_Translatef(float x, float y, float z)
{
DENG_ASSERT_IN_MAIN_THREAD();
dgl.multMatrix(Matrix4f::translate(Vector3f(x, y, z)));
}
#undef DGL_Rotatef
void DGL_Rotatef(float angle, float x, float y, float z)
{
DENG_ASSERT_IN_MAIN_THREAD();
dgl.multMatrix(Matrix4f::rotate(angle, Vector3f(x, y, z)));
}