raze/source/glbackend/gl_renderstate.h
2020-01-02 23:56:35 +01:00

65 lines
1.4 KiB
C++

#pragma once
#include "PalEntry.h"
#include "gl_buffers.h"
class PolymostShader;
enum PRSFlags
{
RF_ColorOnly = 1,
RF_UsePalette = 2,
RF_DetailMapping = 4,
RF_GlowMapping = 8,
RF_Brightmapping = 16,
RF_NPOTEmulation = 32,
RF_ShadeInterpolate = 64,
RF_FogDisabled = 128,
RF_HICTINT_Grayscale = 0x10000,
RF_HICTINT_Invert = 0x20000,
RF_HICTINT_Colorize = 0x40000,
RF_HICTINT_BLEND_Screen = 0x80000,
RF_HICTINT_BLEND_Overlay = 0x100000,
RF_HICTINT_BLEND_Hardlight = 0x200000,
RF_HICTINT_BLENDMASK = RF_HICTINT_BLEND_Screen | RF_HICTINT_BLEND_Overlay | RF_HICTINT_BLEND_Hardlight,
STF_BLEND = 1,
STF_COLORMASK = 2,
STF_DEPTHMASK = 4,
STF_DEPTHTEST = 8,
STF_MULTISAMPLE = 16,
STF_STENCILWRITE = 32,
STF_STENCILTEST = 64,
STF_CULLCW = 128,
STF_CULLCCW = 256,
STF_WIREFRAME = 512,
STF_CLEARCOLOR = 1024,
STF_CLEARDEPTH = 2048,
};
struct PolymostRenderState
{
float Shade;
float NumShades = 64.f;
float ShadeDiv = 62.f;
float VisFactor = 128.f;
int Flags = 0;
float NPOTEmulationFactor = 1.f;
float NPOTEmulationXOffset;
float Brightness = 1.f;
float AlphaThreshold = 0.5f;
bool AlphaTest = true;
int StateFlags = STF_COLORMASK|STF_DEPTHMASK;
PalEntry ClearColor = 0;
PalEntry FogColor;
IVertexBuffer* VertexBuffer = nullptr;
int VB_Offset[2] = {};
IIndexBuffer* IndexBuffer = nullptr;
void Apply(PolymostShader *shader, int &oldstate);
};