215 lines
5.0 KiB
C++
215 lines
5.0 KiB
C++
#pragma once
|
|
|
|
#include <functional>
|
|
#include <string.h>
|
|
#include "gfx/gl_common.h"
|
|
|
|
|
|
// OpenGL state cache. Should convert all code to use this instead of directly calling glEnable etc,
|
|
// as GL state changes can be expensive on some hardware.
|
|
class OpenGLState
|
|
{
|
|
private:
|
|
template<GLenum cap, bool init>
|
|
class BoolState {
|
|
bool _value;
|
|
public:
|
|
BoolState() : _value(init) {
|
|
OpenGLState::state_count++;
|
|
}
|
|
|
|
inline void set(bool value) {
|
|
if(value && value != _value) {
|
|
_value = value;
|
|
glEnable(cap);
|
|
}
|
|
if(!value && value != _value) {
|
|
_value = value;
|
|
glDisable(cap);
|
|
}
|
|
}
|
|
inline void enable() {
|
|
set(true);
|
|
}
|
|
inline void disable() {
|
|
set(false);
|
|
}
|
|
operator bool() const {
|
|
return isset();
|
|
}
|
|
inline bool isset() {
|
|
return _value;
|
|
}
|
|
void restore() {
|
|
if(_value)
|
|
glEnable(cap);
|
|
else
|
|
glDisable(cap);
|
|
}
|
|
};
|
|
|
|
#define STATE1(func, p1type, p1def) \
|
|
class SavedState1_##func { \
|
|
p1type p1; \
|
|
public: \
|
|
SavedState1_##func() : p1(p1def) { \
|
|
OpenGLState::state_count++; \
|
|
}; \
|
|
void set(p1type newp1) { \
|
|
if(newp1 != p1) { \
|
|
p1 = newp1; \
|
|
func(p1); \
|
|
} \
|
|
} \
|
|
void restore() { \
|
|
func(p1); \
|
|
} \
|
|
}
|
|
|
|
#define STATE2(func, p1type, p2type, p1def, p2def) \
|
|
class SavedState2_##func { \
|
|
p1type p1; \
|
|
p2type p2; \
|
|
public: \
|
|
SavedState2_##func() : p1(p1def), p2(p2def) { \
|
|
OpenGLState::state_count++; \
|
|
}; \
|
|
inline void set(p1type newp1, p2type newp2) { \
|
|
if(newp1 != p1 || newp2 != p2) { \
|
|
p1 = newp1; \
|
|
p2 = newp2; \
|
|
func(p1, p2); \
|
|
} \
|
|
} \
|
|
inline void restore() { \
|
|
func(p1, p2); \
|
|
} \
|
|
}
|
|
|
|
#define STATE3(func, p1type, p2type, p3type, p1def, p2def, p3def) \
|
|
class SavedState3_##func { \
|
|
p1type p1; \
|
|
p2type p2; \
|
|
p3type p3; \
|
|
public: \
|
|
SavedState3_##func() : p1(p1def), p2(p2def), p3(p3def) { \
|
|
OpenGLState::state_count++; \
|
|
}; \
|
|
inline void set(p1type newp1, p2type newp2, p3type newp3) { \
|
|
if(newp1 != p1 || newp2 != p2 || newp3 != p3) { \
|
|
p1 = newp1; \
|
|
p2 = newp2; \
|
|
p3 = newp3; \
|
|
func(p1, p2, p3); \
|
|
} \
|
|
} \
|
|
inline void restore() { \
|
|
func(p1, p2, p3); \
|
|
} \
|
|
}
|
|
|
|
#define STATE4(func, p1type, p2type, p3type, p4type, p1def, p2def, p3def, p4def) \
|
|
class SavedState4_##func { \
|
|
p1type p1; \
|
|
p2type p2; \
|
|
p3type p3; \
|
|
p4type p4; \
|
|
public: \
|
|
SavedState4_##func() : p1(p1def), p2(p2def), p3(p3def), p4(p4def) { \
|
|
OpenGLState::state_count++; \
|
|
}; \
|
|
inline void set(p1type newp1, p2type newp2, p3type newp3, p4type newp4) { \
|
|
if(newp1 != p1 || newp2 != p2 || newp3 != p3 || newp4 != p4) { \
|
|
p1 = newp1; \
|
|
p2 = newp2; \
|
|
p3 = newp3; \
|
|
p4 = newp4; \
|
|
func(p1, p2, p3, p4); \
|
|
} \
|
|
} \
|
|
inline void restore() { \
|
|
func(p1, p2, p3, p4); \
|
|
} \
|
|
}
|
|
|
|
#define STATEFLOAT4(func, def) \
|
|
class SavedState4_##func { \
|
|
float p[4]; \
|
|
public: \
|
|
SavedState4_##func() { \
|
|
for (int i = 0; i < 4; i++) {p[i] = def;} \
|
|
OpenGLState::state_count++; \
|
|
}; \
|
|
inline void set(const float v[4]) { \
|
|
if(memcmp(p,v,sizeof(float)*4)) { \
|
|
memcpy(p,v,sizeof(float)*4); \
|
|
func(p[0], p[1], p[2], p[3]); \
|
|
} \
|
|
} \
|
|
inline void restore() { \
|
|
func(p[0], p[1], p[2], p[3]); \
|
|
} \
|
|
}
|
|
|
|
bool initialized;
|
|
|
|
public:
|
|
static int state_count;
|
|
OpenGLState() : initialized(false) {}
|
|
void Initialize();
|
|
void Restore();
|
|
|
|
// When adding a state here, don't forget to add it to OpenGLState::Restore() too
|
|
BoolState<GL_BLEND, false> blend;
|
|
STATE2(glBlendFunc, GLenum, GLenum, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) blendFunc;
|
|
STATE1(glBlendEquation, GLenum, GL_FUNC_ADD) blendEquation;
|
|
STATEFLOAT4(glBlendColor, 1.0f) blendColor;
|
|
|
|
BoolState<GL_SCISSOR_TEST, false> scissorTest;
|
|
|
|
BoolState<GL_CULL_FACE, false> cullFace;
|
|
BoolState<GL_DITHER, false> dither;
|
|
STATE1(glCullFace, GLenum, GL_FRONT) cullFaceMode;
|
|
STATE1(glFrontFace, GLenum, GL_CCW) frontFace;
|
|
|
|
BoolState<GL_DEPTH_TEST, false> depthTest;
|
|
#if defined(USING_GLES2)
|
|
STATE2(glDepthRangef, float, float, 0.f, 1.f) depthRange;
|
|
#else
|
|
STATE2(glDepthRange, double, double, 0.0, 1.0) depthRange;
|
|
#endif
|
|
STATE1(glDepthFunc, GLenum, GL_LESS) depthFunc;
|
|
STATE1(glDepthMask, GLboolean, GL_TRUE) depthWrite;
|
|
|
|
STATE4(glColorMask, bool, bool, bool, bool, true, true, true, true) colorMask;
|
|
|
|
STATE4(glViewport, GLint, GLint, GLsizei, GLsizei, 0, 0, 128, 128) viewport;
|
|
|
|
STATE4(glScissor, GLint, GLint, GLsizei, GLsizei, 0, 0, 128, 128) scissorRect;
|
|
|
|
BoolState<GL_STENCIL_TEST, false> stencilTest;
|
|
STATE3(glStencilOp, GLenum, GLenum, GLenum, GL_KEEP, GL_KEEP, GL_KEEP) stencilOp;
|
|
STATE3(glStencilFunc, GLenum, GLint, GLuint, GL_ALWAYS, 0, 0xFF) stencilFunc;
|
|
|
|
// Only works on Win32, all other platforms are "force-vsync"
|
|
void SetVSyncInterval(int interval); // one of the above VSYNC, or a higher number for multi-frame waits (could be useful for 30hz games)
|
|
};
|
|
|
|
#undef STATE1
|
|
#undef STATE2
|
|
|
|
extern OpenGLState glstate;
|
|
|
|
struct GLExtensions {
|
|
bool OES_depth24;
|
|
bool OES_packed_depth_stencil;
|
|
bool OES_depth_texture;
|
|
bool EXT_discard_framebuffer;
|
|
bool FBO_ARB;
|
|
bool FBO_EXT;
|
|
};
|
|
|
|
extern GLExtensions gl_extensions;
|
|
|
|
void CheckGLExtensions();
|