Sync light state, bound shader, and various gl context states similarly to render matrices. Texture handles now refcounted, as multiple viewer textures could ref the same handle (cubemaps do this) Clean up gl extension loading a bit. Not necessary, but only look for ARB variants if not included in current core version. Removed unused extensions. Use core shader api if supported, else use ARB. (FN signatures are identical. Just doing some pointer substitution to ARB if not core.) Attempt at improving VBO update batching. Subdata updates better batched to gether per-frame. There's probably other stuff I forgot that is in this changeset, too. Todo: Fix lightstate assertion when toggling fullscreen with shaders off.
210 lines
4.8 KiB
C++
210 lines
4.8 KiB
C++
/**
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* @file llglstates.h
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* @brief LLGL states definitions
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*
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* $LicenseInfo:firstyear=2001&license=viewerlgpl$
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* Second Life Viewer Source Code
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* Copyright (C) 2010, Linden Research, Inc.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation;
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* version 2.1 of the License only.
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*
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* This library 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 GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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*
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* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
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* $/LicenseInfo$
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*/
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//THIS HEADER SHOULD ONLY BE INCLUDED FROM llgl.h
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#ifndef LL_LLGLSTATES_H
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#define LL_LLGLSTATES_H
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#include "llimagegl.h"
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//----------------------------------------------------------------------------
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class LLGLDepthTest
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{
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// Enabled by default
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public:
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LLGLDepthTest(GLboolean depth_enabled, GLboolean write_enabled = GL_TRUE, GLenum depth_func = GL_LEQUAL);
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~LLGLDepthTest();
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void checkState();
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GLboolean mPrevDepthEnabled;
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GLenum mPrevDepthFunc;
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GLboolean mPrevWriteEnabled;
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private:
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static GLboolean sDepthEnabled; // defaults to GL_FALSE
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static GLenum sDepthFunc; // defaults to GL_LESS
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static GLboolean sWriteEnabled; // defaults to GL_TRUE
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};
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//----------------------------------------------------------------------------
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struct LLGLSDefault
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{
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private:
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LLGLEnable<GL_COLOR_MATERIAL> mColorMaterial;
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LLGLDisable<GL_ALPHA_TEST> mAlphaTest;
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LLGLDisable<GL_BLEND> mBlend;
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LLGLDisable<GL_CULL_FACE> mCullFace;
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LLGLDisable<GL_DITHER> mDither;
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LLGLDisable<GL_FOG> mFog;
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LLGLDisable<GL_LINE_SMOOTH> mLineSmooth;
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LLGLDisable<GL_LINE_STIPPLE> mLineStipple;
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LLGLDisable<GL_NORMALIZE> mNormalize;
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LLGLDisable<GL_POLYGON_SMOOTH> mPolygonSmooth;
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LLGLDisable<GL_MULTISAMPLE_ARB> mGLMultisample;
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LLGLDisable<GL_LIGHTING> lighting;
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};
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struct LLGLSObjectSelect
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{
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private:
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LLGLDisable<GL_BLEND> mBlend;
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LLGLDisable<GL_ALPHA_TEST> mAlphaTest;
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LLGLDisable<GL_FOG> mFog;
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LLGLEnable<GL_CULL_FACE> mCullFace;
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};
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struct LLGLSObjectSelectAlpha
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{
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private:
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LLGLEnable<GL_ALPHA_TEST> mAlphaTest;
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};
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//----------------------------------------------------------------------------
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struct LLGLSUIDefault
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{
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private:
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LLGLEnable<GL_BLEND> mBlend;
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LLGLEnable<GL_ALPHA_TEST> mAlphaTest;
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LLGLDisable<GL_CULL_FACE> mCullFace;
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LLGLDisable<GL_MULTISAMPLE_ARB> mMSAA;
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//LLGLEnable<GL_SCISSOR_TEST> mScissor;
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LLGLDepthTest mDepthTest;
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public:
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LLGLSUIDefault()
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: mDepthTest(GL_FALSE, GL_TRUE, GL_LEQUAL)
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{}
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};
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struct LLGLSNoAlphaTest // : public LLGLSUIDefault
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{
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private:
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LLGLDisable<GL_ALPHA_TEST> mAlphaTest;
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};
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//----------------------------------------------------------------------------
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struct LLGLSFog
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{
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private:
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LLGLEnable<GL_FOG> mFog;
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};
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struct LLGLSNoFog
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{
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private:
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LLGLDisable<GL_FOG> mFog;
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};
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//----------------------------------------------------------------------------
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struct LLGLSPipeline
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{
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private:
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LLGLEnable<GL_CULL_FACE> mCullFace;
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LLGLDepthTest mDepthTest;
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public:
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LLGLSPipeline()
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: mDepthTest(GL_TRUE, GL_TRUE, GL_LEQUAL)
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{}
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};
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struct LLGLSPipelineAlpha // : public LLGLSPipeline
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{
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private:
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LLGLEnable<GL_ALPHA_TEST> mAlphaTest;
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LLGLEnable<GL_BLEND> mBlend;
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};
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struct LLGLSPipelineEmbossBump
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{
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private:
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LLGLDisable<GL_FOG> mFog;
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};
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struct LLGLSPipelineSelection
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{
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private:
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LLGLDisable<GL_CULL_FACE> mCullFace;
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};
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struct LLGLSPipelineAvatar
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{
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private:
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LLGLEnable<GL_NORMALIZE> mNormalize;
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};
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struct LLGLSPipelineSkyBox
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{
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private:
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LLGLDisable<GL_ALPHA_TEST> mAlphaTest;
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LLGLDisable<GL_CULL_FACE> mCullFace;
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LLGLDisable<GL_FOG> mFog;
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LLGLDisable<GL_LIGHTING> mLighting;
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};
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struct LLGLSTracker
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{
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private:
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LLGLEnable<GL_ALPHA_TEST> mAlphaTest;
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LLGLEnable<GL_BLEND> mBlend;
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LLGLEnable<GL_CULL_FACE> mCullFace;
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};
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//----------------------------------------------------------------------------
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class LLGLSSpecular
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{
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public:
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F32 mShininess;
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LLGLSSpecular(const LLColor4& color, F32 shininess)
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{
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mShininess = shininess;
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if (mShininess > 0.0f)
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{
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glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, color.mV);
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S32 shiny = (S32)(shininess*128.f);
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shiny = llclamp(shiny,0,128);
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glMateriali(GL_FRONT_AND_BACK, GL_SHININESS, shiny);
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}
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}
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~LLGLSSpecular()
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{
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if (mShininess > 0.f)
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{
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glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, LLColor4(0.f,0.f,0.f,0.f).mV);
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glMateriali(GL_FRONT_AND_BACK, GL_SHININESS, 0);
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}
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}
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};
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//----------------------------------------------------------------------------
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#endif
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