raze/source/glbackend/pm_renderstate.h

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#pragma once
#include "palentry.h"
#include "gl_buffers.h"
#include "renderstyle.h"
struct GLState;
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class FMaterial;
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enum EMatrixType
{
Matrix_Model,
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// These are the only ones being used.
NUMMATRICES
};
enum PRSFlags
{
RF_ColorOnly = 1,
RF_FogDisabled = 128,
RF_MapFog = 256, // RRRA E2L1.
RF_TINT_Grayscale = 0x10000,
RF_TINT_Invert = 0x20000,
RF_TINT_Colorize = 0x40000,
RF_TINT_BLEND_Screen = 0x80000,
RF_TINT_BLEND_Overlay = 0x100000,
RF_TINT_BLEND_Hardlight = 0x200000,
RF_TINT_BLENDMASK = RF_TINT_BLEND_Screen | RF_TINT_BLEND_Overlay | RF_TINT_BLEND_Hardlight,
RF_TINT_MASK = 0x3f0000,
STF_BLEND = 1,
STF_COLORMASK = 2,
STF_DEPTHMASK = 4,
STF_DEPTHTEST = 8,
STF_STENCILWRITE = 32,
STF_STENCILTEST = 64,
STF_CULLCW = 128,
STF_CULLCCW = 256,
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STF_CLEARCOLOR = 1024,
STF_CLEARDEPTH = 2048,
STF_VIEWPORTSET = 4096,
STF_SCISSORSET = 8192,
};
struct PolymostTextureState
{
FGameTexture* mTexture = nullptr;
EUpscaleFlags uFlags;
int mScaleFlags;
int mClampMode;
int mTranslation;
int mOverrideShader;
bool mChanged;
void Reset()
{
mTexture = nullptr;
uFlags = UF_None;
mScaleFlags = 0;
mTranslation = 0;
mClampMode = CLAMP_NONE;
mOverrideShader = -1;
mChanged = false;
}
};
struct PolymostRenderState
{
int vindex, vcount, primtype;
int Shade;
float ShadeDiv = 62.f;
float VisFactor = 128.f;
int Flags = 0;
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int TextureMode = TM_NORMAL;
FVector2 NPOTEmulation = { 0.f, 0.f };
float AlphaThreshold = 0.5f;
bool AlphaTest = true;
float Color[4] = { 1,1,1,1 };
short matrixIndex[NUMMATRICES] = { -1 };
FDepthBiasState mBias{ };
PolymostTextureState mMaterial;
int StateFlags = STF_COLORMASK|STF_DEPTHMASK;
FRenderStyle Style{};
int DepthFunc = 1;
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PalEntry ClearColor = 0;
short vp_x, vp_y, vp_w, vp_h;
short sc_x = SHRT_MIN, sc_y, sc_w, sc_h;
PalEntry FogColor;
void Apply(FRenderState & state, GLState& oldState);
};