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Copy pathgrguDepth.cpp
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178 lines (137 loc) · 4.54 KB
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//**************************************************************
//* OpenGLide - Glide to OpenGL Wrapper
//* http://openglide.sourceforge.net
//*
//* Depth (Z/W-Buffer) Functions
//*
//* OpenGLide is OpenSource under LGPL license
//* Originally made by Fabio Barros
//* Modified by Paul for Glidos (http://www.glidos.net)
//* Linux version by Simon White
//**************************************************************
#include "OpenGlide.h"
#include "GLRender.h"
#include "OGLShaders.h"
//*************************************************
//* Changes Depth Buffer Mode
//*************************************************
FX_ENTRY void FX_CALL
grDepthBufferMode( GrDepthBufferMode_t mode )
{
/*
* In AddTriangle etc. Use of z or w for
* depth buffering is determined by the
* value of OpenGL.DepthBufferType. So
* I set it here.
*/
switch ( mode )
{
case GR_DEPTHBUFFER_DISABLE:
OpenGL.DepthBufferType = 0;
OpenGL.ZNear = ZBUFFERNEAR;
OpenGL.ZFar = ZBUFFERFAR;
break;
case GR_DEPTHBUFFER_ZBUFFER:
case GR_DEPTHBUFFER_ZBUFFER_COMPARE_TO_BIAS:
OpenGL.DepthBufferType = 1;
OpenGL.ZNear = ZBUFFERNEAR;
OpenGL.ZFar = ZBUFFERFAR;
break;
case GR_DEPTHBUFFER_WBUFFER:
case GR_DEPTHBUFFER_WBUFFER_COMPARE_TO_BIAS:
OpenGL.DepthBufferType = 2;
OpenGL.ZNear = WBUFFERNEAR;
OpenGL.ZFar = WBUFFERFAR;
break;
}
if(!OpenGL.DepthBufferType.changed())
return;
RenderDrawPrimitives( );
LOGD(DONE|DEPTH, "grDepthBufferMode( %d )\n", mode );
Glide.State.DepthBufferMode = mode;
OGLShaders_UpdateUniform(SU_ZBUFFER_MODE);
if(mode == GR_DEPTHBUFFER_DISABLE)
{
glDisable( GL_DEPTH_TEST );
return;
}
glEnable( GL_DEPTH_TEST );
UpdateProjectionViewport(false);
if(Glide.State.DepthBiasLevel)
{
FxI16 dbl = Glide.State.DepthBiasLevel;
Glide.State.DepthBiasLevel = 0;
OpenGL.DepthBiasLevel = dbl ? (float)-dbl : 0.0f;
OpenGL.DepthBiasLevel.apply_change();
grDepthBiasLevel(dbl);
}
LOGD(GLIDE_DEBUG, "grDepthBufferMode" );
}
//*************************************************
//* Enables or Disables Depth Buffer Writting
//*************************************************
FX_ENTRY void FX_CALL
grDepthMask( FxBool enable )
{
OpenGL.DepthBufferWritting = enable;
if(!OpenGL.DepthBufferWritting.changed())
return;
RenderDrawPrimitives( );
LOGD(DONE|DEPTH, "grDepthMask( %d )\n", enable );
Glide.State.DepthBufferWritting = enable;
glDepthMask( OpenGL.DepthBufferWritting );
LOGD(GLIDE_DEBUG, "grDepthMask" );
}
//*************************************************
//* Sets the Depth Function to use
//*************************************************
FX_ENTRY void FX_CALL
grDepthBufferFunction( GrCmpFnc_t func )
{
// We can do this just because we know the constant values for both OpenGL and Glide
// To port it to anything else than OpenGL we NEED to change this code
OpenGL.DepthFunction = GL_NEVER + func;
if(!OpenGL.DepthFunction.changed())
return;
RenderDrawPrimitives( );
LOGD(DONE|DEPTH, "grDepthBufferFunction( %d )\n", func );
Glide.State.DepthFunction = func;
glDepthFunc( OpenGL.DepthFunction );
LOGD(GLIDE_DEBUG, "grDepthBufferFunction" );
}
//*************************************************
//* Set the depth bias level
//*************************************************
FX_ENTRY void FX_CALL
grDepthBiasLevel( FxI16 level )
{
OpenGL.DepthBiasLevel = (float)level;
if(!OpenGL.DepthBiasLevel.changed())
return;
RenderDrawPrimitives( );
LOGD(PARTDONE|DEPTH, "grDepthBiasLevel( %d )\n", level );
Glide.State.DepthBiasLevel = level;
glPolygonOffset( OpenGL.DepthBiasLevel*OG_SLOPE_BIAS, OpenGL.DepthBiasLevel*OG_BIAS_SCALE );
if ( level != 0 )
{
glEnable( GL_POLYGON_OFFSET_FILL );
}
else
{
glDisable( GL_POLYGON_OFFSET_FILL );
}
LOGD(GLIDE_DEBUG, "grDepthBiasLevel" );
}
#ifdef GLIDE3
FX_ENTRY void FX_CALL
grDepthRange( FxFloat n, FxFloat f )
{
if(Glide.State.v3.depth_range[0] == n && Glide.State.v3.depth_range[1] == f)
return;
RenderDrawPrimitives( );
LOGD(DONE|DEPTH, "grDepthRange( %f %f )\n", n, f );
Glide.State.v3.depth_range[0] = n;
Glide.State.v3.depth_range[1] = f;
glDepthRange(Glide.State.v3.depth_range[0] , Glide.State.v3.depth_range[1]);
}
#endif