void gr_opengl_clear_states() { gr_zbias(0); gr_zbuffer_set(ZBUFFER_TYPE_READ); gr_set_cull(0); gr_set_fill_mode(GR_FILL_MODE_SOLID); opengl_shader_set_current(); }
void gr_opengl_clear_states() { GL_state.Texture.DisableAll(); gr_zbias(0); gr_zbuffer_set(ZBUFFER_TYPE_READ); gr_set_cull(0); gr_set_fill_mode(GR_FILL_MODE_SOLID); gr_reset_lighting(); gr_set_lighting(false, false); opengl_shader_set_current(); }
void opengl_tnl_set_material(material* material_info, bool set_base_map) { int shader_handle = material_info->get_shader_handle(); int base_map = material_info->get_texture_map(TM_BASE_TYPE); vec4 clr = material_info->get_color(); Assert(shader_handle >= 0); opengl_shader_set_current(shader_handle); if ( Current_shader->shader == SDR_TYPE_PASSTHROUGH_RENDER ) { opengl_shader_set_passthrough(base_map >= 0, material_info->get_texture_type() == TCACHE_TYPE_AABITMAP, &clr, material_info->get_color_scale()); } GL_state.SetAlphaBlendMode(material_info->get_blend_mode()); GL_state.SetZbufferType(material_info->get_depth_mode()); gr_set_cull(material_info->get_cull_mode() ? 1 : 0); gr_zbias(material_info->get_depth_bias()); gr_set_fill_mode(material_info->get_fill_mode()); material::fog &fog_params = material_info->get_fog(); if ( fog_params.enabled ) { gr_fog_set(GR_FOGMODE_FOG, fog_params.r, fog_params.g, fog_params.b, fog_params.dist_near, fog_params.dist_far); } else { gr_fog_set(GR_FOGMODE_NONE, 0, 0, 0); } gr_set_texture_addressing(material_info->get_texture_addressing()); material::clip_plane &clip_params = material_info->get_clip_plane(); if ( clip_params.enabled ) { gr_opengl_set_clip_plane(&clip_params.normal, &clip_params.position); } else { gr_opengl_set_clip_plane(NULL, NULL); } if ( set_base_map && base_map >= 0 ) { float u_scale, v_scale; if ( !gr_opengl_tcache_set(base_map, material_info->get_texture_type(), &u_scale, &v_scale) ) { mprintf(("WARNING: Error setting bitmap texture (%i)!\n", base_map)); } } }
void gr_opengl_clear_states() { if ( GL_version >= 30 ) { glBindVertexArray(GL_vao); } gr_zbias(0); gr_zbuffer_set(ZBUFFER_TYPE_READ); gr_set_cull(0); gr_set_fill_mode(GR_FILL_MODE_SOLID); gr_reset_lighting(); gr_set_lighting(false, false); opengl_shader_set_current(); }
void shadows_render_all(float fov, matrix *eye_orient, vec3d *eye_pos) { if ( Static_light.empty() ) { return; } light *lp = *(Static_light.begin()); if( Cmdline_nohtl || !Cmdline_shadow_quality || !lp ) { return; } //shadows_debug_show_frustum(&Player_obj->orient, &Player_obj->pos, fov, gr_screen.clip_aspect, Min_draw_distance, 3000.0f); gr_end_proj_matrix(); gr_end_view_matrix(); // these cascade distances are a result of some arbitrary tuning to give a good balance of quality and banding. // maybe we could use a more programmatic algorithim? matrix light_matrix = shadows_start_render(eye_orient, eye_pos, fov, gr_screen.clip_aspect, 200.0f, 600.0f, 2500.0f, 8000.0f); draw_list scene; object *objp = Objects; for ( int i = 0; i <= Highest_object_index; i++, objp++ ) { bool cull = true; for ( int j = 0; j < MAX_SHADOW_CASCADES; ++j ) { if ( shadows_obj_in_frustum(objp, &light_matrix, &Shadow_frustums[j].min, &Shadow_frustums[j].max) ) { cull = false; break; } } if ( cull ) { continue; } switch(objp->type) { case OBJ_SHIP: { obj_queue_render(objp, &scene); } break; case OBJ_ASTEROID: { model_render_params render_info; render_info.set_object_number(OBJ_INDEX(objp)); render_info.set_flags(MR_IS_ASTEROID | MR_NO_TEXTURING | MR_NO_LIGHTING); model_clear_instance( Asteroid_info[Asteroids[objp->instance].asteroid_type].model_num[Asteroids[objp->instance].asteroid_subtype]); model_render_queue(&render_info, &scene, Asteroid_info[Asteroids[objp->instance].asteroid_type].model_num[Asteroids[objp->instance].asteroid_subtype], &objp->orient, &objp->pos); } break; case OBJ_DEBRIS: { debris *db; db = &Debris[objp->instance]; if ( !(db->flags & DEBRIS_USED)){ continue; } objp = &Objects[db->objnum]; model_render_params render_info; render_info.set_flags(MR_NO_TEXTURING | MR_NO_LIGHTING); submodel_render_queue(&render_info, &scene, db->model_num, db->submodel_num, &objp->orient, &objp->pos); } break; } } scene.init_render(); scene.render_all(GR_ZBUFF_FULL); shadows_end_render(); gr_zbias(0); gr_zbuffer_set(ZBUFFER_TYPE_READ); gr_set_cull(0); gr_clear_states(); gr_set_buffer(-1); GL_state.Texture.DisableAll(); gr_set_proj_matrix(Proj_fov, gr_screen.clip_aspect, Min_draw_distance, Max_draw_distance); gr_set_view_matrix(&Eye_position, &Eye_matrix); }
void warpin_render(object *obj, matrix *orient, vec3d *pos, int texture_bitmap_num, float radius, float life_percent, float max_radius, int warp_3d) { vec3d center; vec3d vecs[5]; vertex verts[5]; int saved_gr_zbuffering = gr_zbuffer_get(); gr_zbuffer_set(GR_ZBUFF_READ); vm_vec_scale_add( ¢er, pos, &orient->vec.fvec, -(max_radius/2.5f)/3.0f ); if (Warp_glow_bitmap >= 0) { float r = radius; bool render_it = true; #define OUT_PERCENT1 0.80f #define OUT_PERCENT2 0.90f #define IN_PERCENT1 0.10f #define IN_PERCENT2 0.20f if (Cmdline_warp_flash) { if ( (life_percent >= IN_PERCENT1) && (life_percent < IN_PERCENT2) ) { r *= (life_percent - IN_PERCENT1) / (IN_PERCENT2 - IN_PERCENT1); //render_it = true; } else if ( (life_percent >= OUT_PERCENT1) && (life_percent < OUT_PERCENT2) ) { r *= (OUT_PERCENT2 - life_percent) / (OUT_PERCENT2 - OUT_PERCENT1); //render_it = true; } } if (render_it) { // Add in noise int noise_frame = fl2i(Missiontime/15.0f) % NOISE_NUM_FRAMES; r *= (0.40f + Noise[noise_frame] * 0.30f); // Bobboau's warp thingie, toggled by cmdline if (Cmdline_warp_flash) { r += powf((2.0f * life_percent) - 1.0f, 24.0f) * max_radius * 1.5f; } vecs[4] = center; verts[4].texture_position.u = 0.5f; verts[4].texture_position.v = 0.5f; if (Cmdline_nohtl) { g3_rotate_vertex( &verts[4], &vecs[4] ); } else { g3_transfer_vertex( &verts[4], &vecs[4] ); } float alpha = (The_mission.flags & MISSION_FLAG_FULLNEB) ? (1.0f - neb2_get_fog_intensity(obj)) : 1.0f; gr_set_bitmap( Warp_glow_bitmap, GR_ALPHABLEND_FILTER, GR_BITBLT_MODE_NORMAL, alpha ); g3_draw_bitmap( &verts[4], 0, r, TMAP_FLAG_TEXTURED | TMAP_HTL_3D_UNLIT ); } } if ( (Warp_model >= 0) && (warp_3d || Cmdline_3dwarp) ) { float scale = radius / 25.0f; model_set_warp_globals(scale, scale, scale, texture_bitmap_num, (radius/max_radius) ); float dist = vm_vec_dist_quick( pos, &Eye_position ); model_set_detail_level((int)(dist / (radius * 10.0f))); model_render( Warp_model, orient, pos, MR_LOCK_DETAIL | MR_NO_LIGHTING | MR_NORMAL | MR_NO_FOGGING | MR_NO_CULL ); model_set_warp_globals(); } else { float Grid_depth = radius/2.5f; gr_set_bitmap( texture_bitmap_num, GR_ALPHABLEND_FILTER, GR_BITBLT_MODE_NORMAL, 1.0f ); vm_vec_scale_add( &vecs[0], ¢er, &orient->vec.uvec, radius ); vm_vec_scale_add2( &vecs[0], &orient->vec.rvec, -radius ); vm_vec_scale_add2( &vecs[0], &orient->vec.fvec, Grid_depth ); vm_vec_scale_add( &vecs[1], ¢er, &orient->vec.uvec, radius ); vm_vec_scale_add2( &vecs[1], &orient->vec.rvec, radius ); vm_vec_scale_add2( &vecs[1], &orient->vec.fvec, Grid_depth ); vm_vec_scale_add( &vecs[2], ¢er, &orient->vec.uvec, -radius ); vm_vec_scale_add2( &vecs[2], &orient->vec.rvec, radius ); vm_vec_scale_add2( &vecs[2], &orient->vec.fvec, Grid_depth ); vm_vec_scale_add( &vecs[3], ¢er, &orient->vec.uvec, -radius ); vm_vec_scale_add2( &vecs[3], &orient->vec.rvec, -radius ); vm_vec_scale_add2( &vecs[3], &orient->vec.fvec, Grid_depth ); // vm_vec_scale_add( &vecs[4], ¢er, &orient->vec.fvec, -Grid_depth ); vecs[4] = center; verts[0].texture_position.u = 0.01f; verts[0].texture_position.v = 0.01f; verts[1].texture_position.u = 0.99f; verts[1].texture_position.v = 0.01f; verts[2].texture_position.u = 0.99f; verts[2].texture_position.v = 0.99f; verts[3].texture_position.u = 0.01f; verts[3].texture_position.v = 0.99f; verts[4].texture_position.u = 0.5f; verts[4].texture_position.v = 0.5f; if (Cmdline_nohtl) { g3_rotate_vertex( &verts[0], &vecs[0] ); g3_rotate_vertex( &verts[1], &vecs[1] ); g3_rotate_vertex( &verts[2], &vecs[2] ); g3_rotate_vertex( &verts[3], &vecs[3] ); g3_rotate_vertex( &verts[4], &vecs[4] ); } else { g3_transfer_vertex( &verts[0], &vecs[0] ); g3_transfer_vertex( &verts[1], &vecs[1] ); g3_transfer_vertex( &verts[2], &vecs[2] ); g3_transfer_vertex( &verts[3], &vecs[3] ); g3_transfer_vertex( &verts[4], &vecs[4] ); } int cull = gr_set_cull(0); // fixes rendering problem in D3D - taylor draw_face( &verts[0], &verts[4], &verts[1] ); draw_face( &verts[1], &verts[4], &verts[2] ); draw_face( &verts[4], &verts[3], &verts[2] ); draw_face( &verts[0], &verts[3], &verts[4] ); gr_set_cull(cull); } if (Warp_ball_bitmap > -1 && Cmdline_warp_flash == 1) { flash_ball warp_ball(20, .1f,.25f, &vmd_z_vector, &vmd_zero_vector, 4.0f, 0.5f); float adg = (2.0f * life_percent) - 1.0f; float pct = (powf(adg, 4.0f) - powf(adg, 128.0f)) * 4.0f; if (pct > 0.00001f) { g3_start_instance_matrix(pos, orient, true); gr_set_bitmap(Warp_ball_bitmap, GR_ALPHABLEND_FILTER, GR_BITBLT_MODE_NORMAL, 0.9999f); warp_ball.render(max_radius * pct * 0.5f, adg * adg, adg * adg * 6.0f); g3_done_instance(true); } } gr_zbuffer_set( saved_gr_zbuffering ); }
void opengl_tnl_set_material(material* material_info, bool set_base_map, bool set_clipping) { int shader_handle = material_info->get_shader_handle(); int base_map = material_info->get_texture_map(TM_BASE_TYPE); vec4 clr = material_info->get_color(); Assert(shader_handle >= 0); opengl_shader_set_current(shader_handle); if (material_info->has_buffer_blend_modes()) { Assertion(GLAD_GL_ARB_draw_buffers_blend != 0, "Buffer blend modes are not supported at the moment! Query the capability before using this feature."); auto enable_blend = false; for (auto i = 0; i < (int) material::NUM_BUFFER_BLENDS; ++i) { auto mode = material_info->get_blend_mode(i); GL_state.SetAlphaBlendModei(i, mode); enable_blend = enable_blend || mode != ALPHA_BLEND_NONE; } GL_state.Blend(enable_blend ? GL_TRUE : GL_FALSE); } else { GL_state.SetAlphaBlendMode(material_info->get_blend_mode()); } GL_state.SetZbufferType(material_info->get_depth_mode()); gr_set_cull(material_info->get_cull_mode() ? 1 : 0); gr_zbias(material_info->get_depth_bias()); gr_set_fill_mode(material_info->get_fill_mode()); gr_set_texture_addressing(material_info->get_texture_addressing()); if (set_clipping) { // Only set the clipping state if explicitly requested by the caller to avoid unnecessary state changes auto& clip_params = material_info->get_clip_plane(); if (!clip_params.enabled) { GL_state.ClipDistance(0, false); } else { Assertion(Current_shader != NULL && (Current_shader->shader == SDR_TYPE_MODEL || Current_shader->shader == SDR_TYPE_PASSTHROUGH_RENDER || Current_shader->shader == SDR_TYPE_DEFAULT_MATERIAL), "Clip planes are not supported by this shader!"); GL_state.ClipDistance(0, true); } } GL_state.StencilMask(material_info->get_stencil_mask()); auto& stencilFunc = material_info->get_stencil_func(); GL_state.StencilFunc(convertComparisionFunction(stencilFunc.compare), stencilFunc.ref, stencilFunc.mask); auto& frontStencilOp = material_info->get_front_stencil_op(); GL_state.StencilOpSeparate(GL_FRONT, convertStencilOp(frontStencilOp.stencilFailOperation), convertStencilOp(frontStencilOp.depthFailOperation), convertStencilOp(frontStencilOp.successOperation)); auto& backStencilOp = material_info->get_back_stencil_op(); GL_state.StencilOpSeparate(GL_BACK, convertStencilOp(backStencilOp.stencilFailOperation), convertStencilOp(backStencilOp.depthFailOperation), convertStencilOp(backStencilOp.successOperation)); GL_state.StencilTest(material_info->is_stencil_enabled() ? GL_TRUE : GL_FALSE); auto& color_mask = material_info->get_color_mask(); GL_state.ColorMask(color_mask.x, color_mask.y, color_mask.z, color_mask.w); // This is only needed for the passthrough shader uint32_t array_index = 0; if ( set_base_map && base_map >= 0 ) { float u_scale, v_scale; if ( !gr_opengl_tcache_set(base_map, material_info->get_texture_type(), &u_scale, &v_scale, &array_index) ) { mprintf(("WARNING: Error setting bitmap texture (%i)!\n", base_map)); } } if ( Current_shader->shader == SDR_TYPE_DEFAULT_MATERIAL ) { opengl_shader_set_default_material(base_map >= 0, material_info->get_texture_type() == TCACHE_TYPE_AABITMAP, &clr, material_info->get_color_scale(), array_index, material_info->get_clip_plane()); } }