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260 lines
8.3 KiB
C++
260 lines
8.3 KiB
C++
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program 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 Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#ifndef NL_DRIVER_OPENGL_STATES_H
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#define NL_DRIVER_OPENGL_STATES_H
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#include "nel/misc/types_nl.h"
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#include "nel/3d/vertex_buffer.h"
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#ifdef NL_OS_MAC
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# define GL_GLEXT_LEGACY
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# include <OpenGL/gl.h>
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#else
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# include <GL/gl.h>
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#endif
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namespace NL3D
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{
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// ***************************************************************************
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/**
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* Class for optimizing calls to openGL states, by caching old ones.
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* All following call with OpenGL must be done with only one instance of this class:
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- glEnable() glDisable() with:
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- GL_BLEND
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- GL_CULL_FACE
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- GL_ALPHA_TEST
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- GL_LIGHTING
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- GL_LIGHT0 + i .....
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- GL_TEXTURE_2D or GL_TEXTURE_CUBE_MAP_ARB.
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- GL_TEXTURE_GEN_S, GL_TEXTURE_GEN_T, GL_TEXTURE_GEN_R
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- GL_COLOR_MATERIAL
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- GL_FOG
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- glActiveTextureARB()
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- glClientActiveTextureARB()
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- glEnableClientState() glDisableClientState() with:
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- GL_VERTEX_ARRAY
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- GL_NORMAL_ARRAY
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- GL_VERTEX_WEIGHTING_EXT
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- GL_COLOR_ARRAY
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- GL_SECONDARY_COLOR_ARRAY_EXT
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- GL_TEXTURE_COORD_ARRAY
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- GL_VERTEX_ATTRIB_ARRAY0_NV + i.
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- glDepthMask()
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- glAlphaFunc()
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- glBlendFunc()
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- glDepthFunc()
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- glMaterialf() and glMaterialfv() for:
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- GL_EMISSION
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- GL_AMBIENT
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- GL_DIFFUSE
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- GL_SPECULAR
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- GL_SHININESS
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- glDepthRange()
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- glColorMaterial()
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- glTexGeni()
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* \author Lionel Berenguier
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* \author Nevrax France
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* \date 2001
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*/
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class CDriverGLStates
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{
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public:
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/// Constructor. no-op.
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CDriverGLStates();
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// init. Do it just after setDisplay()
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void init(bool supportTextureCubeMap, bool supportTextureRectangle, uint maxLight);
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/// Reset all OpenGL states of interest to default, and update caching. This don't apply to light.
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void forceDefaults(uint nbTextureStages);
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/// \name enable if !0
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// @{
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void enableBlend(uint enable);
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void enableFog(uint enable);
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void enableCullFace(uint enable);
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/// enable and set good AlphaFunc.
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void enableAlphaTest(uint enable);
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void enableZWrite(uint enable);
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// overall lighting enabled
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void enableLighting(uint enable);
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bool isLightingEnabled() const { return _CurLighting; }
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/// enable/disable specific light. num must be < "maxLight" param set in init()
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void enableLight(uint num, uint enable);
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bool isLightEnabled(uint num) const;
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/// enable/disable stencil test
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void enableStencilTest(bool enable);
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bool isStencilTestEnabled() const { return _CurStencilTest; }
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// @}
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/// glBlendFunc.
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void blendFunc(GLenum src, GLenum dst);
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/// glDepthFunc.
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void depthFunc(GLenum zcomp);
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/// glAlphaFunc
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void alphaFunc(float threshold);
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/// glStencilFunc
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void stencilFunc(GLenum stencilFunc, GLint ref, GLuint mask);
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/// glStencilOp
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void stencilOp(GLenum fail, GLenum zfail, GLenum zpass);
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/// glStencilMask
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void stencilMask(uint mask);
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/// \name Material setting.
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/// Each f() get an uint32 for fast comparison, and OpenGL colors.
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// @{
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void setEmissive(uint32 packedColor, const GLfloat color[4]);
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void setAmbient(uint32 packedColor, const GLfloat color[4]);
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void setDiffuse(uint32 packedColor, const GLfloat color[4]);
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void setSpecular(uint32 packedColor, const GLfloat color[4]);
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void setShininess(float shin);
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void setVertexColorLighted(bool enable);
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void setDepthRange (float znear, float zfar);
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void getDepthRange(float &znear, float &zfar) const { znear = _DepthRangeNear; zfar = _DepthRangeFar; }
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/** Set z-bias
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* NB : this is done in window coordinate, not in world coordinate as with CMaterial
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*/
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void setZBias(float zbias);
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// NB: set 0 to reset TexGen.
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void setTexGenMode (uint stage, GLint mode);
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// @}
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/// \name Texture Mode setting.
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// @{
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enum TTextureMode {TextureDisabled, Texture2D, TextureRect, TextureCubeMap, TextureModeCount};
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/// same as glActiveTextureARB(). useful for setTextureMode.
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void activeTextureARB(uint stage);
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/// same as active texture arb, but with no cache check
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void forceActiveTextureARB(uint stage);
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/// get active texture
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uint getActiveTextureARB() const { return _CurrentActiveTextureARB; }
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/** change if needed the texture mode of the current active Texture ARB.
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* NB: if CubeMap extension not supported, TextureCubeMap <=> TextureDisabled.
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*/
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void setTextureMode(TTextureMode texMode);
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TTextureMode getTextureMode() const { return _TextureMode[_CurrentActiveTextureARB]; }
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// reset texture mode to the default (disabled) for the current stage. It forces the state (useful after texture shaders)
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void resetTextureMode();
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// @}
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/// \name Vertex Array enabling.
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/// equivalent to glEnableClientState() / glDisableClientState(). NB: Not modified by forceDefaults()
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// @{
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void enableVertexArray(bool enable);
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void enableNormalArray(bool enable);
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void enableWeightArray(bool enable);
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void enableColorArray(bool enable);
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void enableSecondaryColorArray(bool enable);
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/// same as glClientActiveTextureARB(). useful for enableTexCoordArray.
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void clientActiveTextureARB(uint stage);
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/// NB: caller must call correct clientActiveTextureARB() before.
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void enableTexCoordArray(bool enable);
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/** For vertexProgram. do not check if supported or not.
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*/
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void enableVertexAttribArray(uint glIndex, bool enable);
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/** Same as enableVertexAttribArray, but for EXTVertexShader (need variant ID)
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* \param firstVariantSymbol the first variant symbol
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*/
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void enableVertexAttribArrayForEXTVertexShader(uint glIndex, bool enable, uint *variants);
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// special version for ARB_vertex_program used with ARB_vertex_buffer or ATI_vertex_attrib_array_object
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void enableVertexAttribArrayARB(uint glIndex, bool enable);
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// @}
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// ARB_vertex_buffer_object buffer binding
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void bindARBVertexBuffer(uint objectID);
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void forceBindARBVertexBuffer(uint objectID);
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uint getCurrBoundARBVertexBuffer() const { return _CurrARBVertexBuffer; }
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enum TCullMode { CCW = 0, CW };
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void setCullMode(TCullMode cullMode);
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TCullMode getCullMode() const;
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private:
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bool _CurBlend;
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bool _CurFog;
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bool _CurCullFace;
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bool _CurAlphaTest;
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bool _CurLighting;
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bool _CurZWrite;
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bool _CurStencilTest;
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GLenum _CurBlendSrc;
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GLenum _CurBlendDst;
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GLenum _CurDepthFunc;
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GLenum _CurStencilFunc;
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GLint _CurStencilRef;
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GLuint _CurStencilMask;
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GLenum _CurStencilOpFail;
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GLenum _CurStencilOpZFail;
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GLenum _CurStencilOpZPass;
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GLuint _CurStencilWriteMask;
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float _CurAlphaTestThreshold;
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uint32 _CurEmissive;
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uint32 _CurAmbient;
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uint32 _CurDiffuse;
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uint32 _CurSpecular;
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float _CurShininess;
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bool _VertexColorLighted;
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bool _TextureCubeMapSupported;
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bool _TextureRectangleSupported;
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uint _CurrentActiveTextureARB;
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TTextureMode _TextureMode[8];
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bool _VertexArrayEnabled;
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bool _NormalArrayEnabled;
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bool _WeightArrayEnabled;
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bool _ColorArrayEnabled;
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bool _SecondaryColorArrayEnabled;
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uint _CurrentClientActiveTextureARB;
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bool _TexCoordArrayEnabled[8];
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bool _VertexAttribArrayEnabled[CVertexBuffer::NumValue];
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GLint _TexGenMode[8];
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uint _CurrARBVertexBuffer;
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float _DepthRangeNear;
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float _DepthRangeFar;
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float _ZBias; // NB : zbias is in window coordinates
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TCullMode _CullMode;
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private:
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void updateDepthRange();
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// Mirror of glEnable() and GL_LIGHT0+i
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enum {MaxLight=8};
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uint _MaxDriverLight;
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bool _CurLight[MaxLight];
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};
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} // NL3D
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#endif // NL_DRIVER_OPENGL_STATES_H
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/* End of driver_opengl_states.h */
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