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# pragma once
# include <stdlib.h>
# include <algorithm>
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# include <vector>
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# include <map>
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# include "gl_samplers.h"
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# include "gl_hwtexture.h"
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# include "gl_renderstate.h"
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# include "matrix.h"
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# include "palentry.h"
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# include "renderstyle.h"
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class FSamplerManager ;
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class FShader ;
class PolymostShader ;
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class SurfaceShader ;
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class FTexture ;
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class GLInstance ;
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class F2DDrawer ;
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struct palette_t ;
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struct PaletteData
{
int32_t crc32 ;
PalEntry colors [ 256 ] ;
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bool shadesdone ;
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int whiteindex , blackindex ;
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FHardwareTexture * paltexture ;
} ;
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struct PalShade
{
int palindex ;
float mulshade , addshade ;
} ;
struct PalswapData
{
int32_t crc32 ;
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const uint8_t * lookup ; // points to the original data. This is static so no need to copy
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FHardwareTexture * swaptexture ;
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PalEntry fadeColor ;
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} ;
enum
{
PALSWAP_TEXTURE_SIZE = 2048
} ;
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class PaletteManager
{
// The current engine limit is 256 palettes and 256 palswaps.
uint32_t palettemap [ 256 ] = { } ;
uint32_t palswapmap [ 256 ] = { } ;
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float addshade [ 256 ] = { } ;
float mulshade [ 256 ] = { } ;
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uint32_t lastindex = ~ 0u ;
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uint32_t lastsindex = ~ 0u ;
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int numshades = 1 ;
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// All data is being stored in contiguous blocks that can be used as uniform buffers as-is.
TArray < PaletteData > palettes ;
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TArray < PalswapData > palswaps ;
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TMap < int , int > swappedpalmap ;
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FHardwareTexture * palswapTexture = nullptr ;
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GLInstance * const inst ;
//OpenGLRenderer::GLDataBuffer* palswapBuffer = nullptr;
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unsigned FindPalswap ( const uint8_t * paldata , palette_t & fadecolor ) ;
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public :
PaletteManager ( GLInstance * inst_ ) : inst ( inst_ )
{ }
~ PaletteManager ( ) ;
void DeleteAll ( ) ;
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void DeleteAllTextures ( ) ;
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void SetPalette ( int index , const uint8_t * data ) ;
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void SetPalswapData ( int index , const uint8_t * data , int numshades , palette_t & fadecolor ) ;
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void BindPalette ( int index ) ;
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void BindPalswap ( int index ) ;
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int ActivePalswap ( ) const { return lastsindex ; }
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int LookupPalette ( int palette , int palswap , bool brightmap ) ;
const PalEntry * GetPaletteData ( int palid ) const { return palettes [ palid ] . colors ; }
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unsigned FindPalette ( const uint8_t * paldata ) ;
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} ;
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struct glinfo_t {
const char * vendor ;
const char * renderer ;
const char * version ;
const char * extensions ;
float maxanisotropy ;
char bufferstorage ;
char dumped ;
} ;
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struct BaseVertex
{
float x , y , z ;
float u , v ;
void SetVertex ( float _x , float _y , float _z = 0 )
{
x = _x ;
y = _y ;
z = _z ;
}
void SetTexCoord ( float _u = 0 , float _v = 0 )
{
u = _u ;
v = _v ;
}
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void Set ( float _x , float _y , float _z = 0 , float _u = 0 , float _v = 0 )
{
x = _x ;
y = _y ;
z = _z ;
u = _u ;
v = _v ;
}
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} ;
enum EDrawType
{
DT_TRIANGLES ,
DT_TRIANGLE_STRIP ,
DT_TRIANGLE_FAN ,
DT_QUADS ,
DT_LINES
} ;
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enum EMatrixType
{
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Matrix_View ,
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Matrix_Projection ,
Matrix_ModelView ,
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Matrix_Detail ,
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Matrix_Texture ,
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// These are the only ones being used.
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NUMMATRICES
} ;
enum ECull
{
Cull_None ,
Cull_Front ,
Cull_Back
} ;
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enum EDepthFunc
{
Depth_Always ,
Depth_Less ,
Depth_Equal ,
Depth_LessEqual
} ;
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enum EWinding
{
Winding_CCW ,
Winding_CW
} ;
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enum ETexType
{
TT_INDEXED ,
TT_TRUECOLOR ,
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TT_HICREPLACE ,
TT_BRIGHTMAP
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} ;
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struct ImDrawData ;
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struct palette_t ;
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class GLInstance
{
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enum
{
MAX_TEXTURES = 15 , // slot 15 is used internally and not available.
THCACHESIZE = 200 ,
} ;
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std : : vector < BaseVertex > Buffer ; // cheap-ass implementation. The primary purpose is to get the GL accesses out of polymost.cpp, not writing something performant right away.
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unsigned int LastBoundTextures [ MAX_TEXTURES ] ;
unsigned TextureHandleCache [ THCACHESIZE ] ;
int currentindex = THCACHESIZE ;
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int maxTextureSize ;
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PaletteManager palmanager ;
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int lastPalswapIndex = - 1 ;
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FHardwareTexture * texv ;
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FTexture * currentTexture = nullptr ;
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int TextureType ;
int MatrixChange = 0 ;
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IVertexBuffer * LastVertexBuffer = nullptr ;
int LastVB_Offset [ 2 ] = { } ;
IIndexBuffer * LastIndexBuffer = nullptr ;
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VSMatrix matrices [ NUMMATRICES ] ;
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PolymostRenderState renderState ;
FShader * activeShader ;
PolymostShader * polymostShader ;
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SurfaceShader * surfaceShader ;
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FShader * vpxShader ;
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public :
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glinfo_t glinfo ;
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FSamplerManager * mSamplers ;
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void Init ( int y ) ;
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void InitGLState ( int fogmode , int multisample ) ;
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void LoadPolymostShader ( ) ;
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void LoadSurfaceShader ( ) ;
void LoadVPXShader ( ) ;
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void Draw2D ( F2DDrawer * drawer ) ;
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void DrawImGui ( ImDrawData * ) ;
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void Deinit ( ) ;
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static int GetTexDimension ( int value )
{
//if (value > gl.max_texturesize) return gl.max_texturesize;
return value ;
}
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GLInstance ( ) ;
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std : : pair < size_t , BaseVertex * > AllocVertices ( size_t num ) ;
void Draw ( EDrawType type , size_t start , size_t count ) ;
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int GetTextureID ( ) ;
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FHardwareTexture * NewTexture ( ) ;
void BindTexture ( int texunit , FHardwareTexture * texid , int sampler = NoSampler ) ;
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void UnbindTexture ( int texunit ) ;
void UnbindAllTextures ( ) ;
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void EnableBlend ( bool on ) ;
void EnableDepthTest ( bool on ) ;
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void EnableMultisampling ( bool on ) ;
void SetVertexBuffer ( IVertexBuffer * vb , int offset1 , int offset2 )
{
renderState . VertexBuffer = vb ;
renderState . VB_Offset [ 0 ] = offset1 ;
renderState . VB_Offset [ 1 ] = offset2 ;
}
void SetIndexBuffer ( IIndexBuffer * vb )
{
renderState . IndexBuffer = vb ;
}
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const VSMatrix & GetMatrix ( int num )
{
return matrices [ num ] ;
}
void SetMatrix ( int num , const VSMatrix * mat ) ;
void SetMatrix ( int num , const float * mat )
{
SetMatrix ( num , reinterpret_cast < const VSMatrix * > ( mat ) ) ;
}
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void SetCull ( int type , int winding = Winding_CCW ) ;
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void EnableStencilWrite ( int value ) ;
void EnableStencilTest ( int value ) ;
void DisableStencil ( ) ;
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void SetColor ( float r , float g , float b , float a = 1.f ) ;
void SetColorub ( uint8_t r , uint8_t g , uint8_t b , uint8_t a = 255 )
{
SetColor ( r * ( 1 / 255.f ) , g * ( 1 / 255.f ) , b * ( 1 / 255.f ) , a * ( 1 / 255.f ) ) ;
}
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void SetDepthFunc ( int func ) ;
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void SetColorMask ( bool on ) ;
void SetDepthMask ( bool on ) ;
void SetBlendFunc ( int src , int dst ) ;
void SetBlendOp ( int op ) ;
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void ClearScreen ( float r , float g , float b , bool depth ) ;
void ClearDepth ( ) ;
void SetViewport ( int x , int y , int w , int h ) ;
void SetWireframe ( bool on ) ;
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void SetPolymostShader ( ) ;
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void SetSurfaceShader ( ) ;
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void SetVPXShader ( ) ;
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void SetPalette ( int palette ) ;
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bool ApplyTextureProps ( FTexture * tex , int pal ) ;
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void RestoreTextureProps ( ) ;
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void ReadPixels ( int w , int h , uint8_t * buffer ) ;
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void SetPaletteData ( int index , const uint8_t * data )
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{
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palmanager . SetPalette ( index , data ) ;
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}
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void SetPalswapData ( int index , const uint8_t * data , int numshades , palette_t & fadecolor )
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{
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palmanager . SetPalswapData ( index , data , numshades , fadecolor ) ;
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}
void SetPalswap ( int index ) ;
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int GetClamp ( )
{
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return 0 ; // int(renderState.Clamp[0] + 2 * renderState.Clamp[1]);
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}
void SetClamp ( int clamp )
{
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// This option is totally pointless and should be removed.
//renderState.Clamp[0] = clamp & 1;
//renderState.Clamp[1] = !!(clamp & 2);
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}
void SetShade ( int32_t shade , int numshades )
{
renderState . Shade = shade ;
renderState . NumShades = numshades ;
}
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void SetShadeDiv ( int value )
{
renderState . ShadeDiv = 1.f / value ; // There's 3 values here: Blood uses 62 with numShades = 64, Ion Fury uses 30 with NumShades = 32, the other games use 26 with NumShades = 32.
}
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void SetVisibility ( float visibility , float fviewingrange )
{
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renderState . VisFactor = visibility * fviewingrange * ( 1.f / ( 64.f * 65536.f ) ) ;
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}
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void UseColorOnly ( bool yes )
{
if ( yes ) renderState . Flags | = RF_ColorOnly ;
else renderState . Flags & = ~ RF_ColorOnly ;
}
void UseDetailMapping ( bool yes )
{
if ( yes ) renderState . Flags | = RF_DetailMapping ;
else renderState . Flags & = ~ RF_DetailMapping ;
}
void UseGlowMapping ( bool yes )
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{
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if ( yes ) renderState . Flags | = RF_GlowMapping ;
else renderState . Flags & = ~ RF_GlowMapping ;
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}
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void UseBrightmaps ( bool yes )
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{
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if ( yes ) renderState . Flags | = RF_Brightmapping ;
else renderState . Flags & = ~ RF_Brightmapping ;
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}
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void SetNpotEmulation ( bool yes , float factor , float xOffset )
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{
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if ( yes )
{
renderState . Flags | = RF_NPOTEmulation ;
renderState . NPOTEmulationFactor = factor ;
renderState . NPOTEmulationXOffset = xOffset ;
}
else renderState . Flags & = ~ RF_NPOTEmulation ;
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}
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void SetShadeInterpolate ( int32_t yes )
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{
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if ( yes ) renderState . Flags | = RF_ShadeInterpolate ;
else renderState . Flags & = ~ RF_ShadeInterpolate ;
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}
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void SetFadeColor ( PalEntry color )
{
renderState . FogColor = color ;
} ;
void SetFadeDisable ( bool yes )
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{
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if ( yes ) renderState . Flags | = RF_FogDisabled ;
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else renderState . Flags & = ~ RF_FogDisabled ;
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}
void SetBrightness ( int brightness )
{
renderState . Brightness = 8.f / ( brightness + 8.f ) ;
}
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void SetTinting ( int flags , PalEntry color , PalEntry modulateColor )
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{
// not yet implemented.
}
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void SetBasepalTint ( PalEntry color )
{
// not yet implemented - only relevant for hires replacements.
}
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int GetPaletteIndex ( PalEntry * palette )
{
return palmanager . FindPalette ( ( uint8_t * ) palette ) ;
}
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void EnableAlphaTest ( bool on )
{
renderState . AlphaTest = on ;
}
void SetAlphaThreshold ( float al )
{
renderState . AlphaThreshold = al ;
}
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FHardwareTexture * CreateIndexedTexture ( FTexture * tex ) ;
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FHardwareTexture * CreateTrueColorTexture ( FTexture * tex , int palid , bool checkfulltransparency = false , bool rgb8bit = false ) ;
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FHardwareTexture * LoadTexture ( FTexture * tex , int texturetype , int palid ) ;
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bool SetTextureInternal ( int globalpicnum , FTexture * tex , int palette , int method , int sampleroverride , float xpanning , float ypanning , FTexture * det , float detscale , FTexture * glow ) ;
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bool SetNamedTexture ( FTexture * tex , int palette , int sampleroverride ) ;
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bool SetTexture ( int globalpicnum , FTexture * tex , int palette , int method , int sampleroverride )
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{
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return SetTextureInternal ( globalpicnum , tex , palette , method , sampleroverride , 0 , 0 , nullptr , 1 , nullptr ) ;
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}
bool SetModelTexture ( FTexture * tex , int palette , float xpanning , float ypanning , FTexture * det , float detscale , FTexture * glow )
{
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return SetTextureInternal ( - 1 , tex , palette , 8 /*DAMETH_MODEL*/ , - 1 , xpanning , ypanning , det , detscale , glow ) ;
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}
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} ;
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extern GLInstance GLInterface ;