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121 lines
3.8 KiB
C++
121 lines
3.8 KiB
C++
/*
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** Polygon Doom software renderer
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** Copyright (c) 2016 Magnus Norddahl
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**
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** This software is provided 'as-is', without any express or implied
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** warranty. In no event will the authors be held liable for any damages
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** arising from the use of this software.
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**
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** Permission is granted to anyone to use this software for any purpose,
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** including commercial applications, and to alter it and redistribute it
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** freely, subject to the following restrictions:
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**
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** 1. The origin of this software must not be misrepresented; you must not
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** claim that you wrote the original software. If you use this software
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** in a product, an acknowledgment in the product documentation would be
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** appreciated but is not required.
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** 2. Altered source versions must be plainly marked as such, and must not be
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** misrepresented as being the original software.
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** 3. This notice may not be removed or altered from any source distribution.
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**
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*/
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#pragma once
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//#include "swrenderer/drawers/r_draw.h"
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#include "r_thread.h"
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#include "polyrenderer/drawers/screen_triangle.h"
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#include "polyrenderer/drawers/poly_vertex_shader.h"
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class DCanvas;
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class RenderMemory;
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class PolyDrawerCommand;
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class PolyInputAssembly;
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class PolyDepthStencil;
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struct PolyPushConstants;
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enum class PolyDrawMode
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{
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Points,
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Lines,
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Triangles,
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TriangleFan,
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TriangleStrip
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};
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class PolyCommandBuffer
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{
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public:
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PolyCommandBuffer(RenderMemory* frameMemory);
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void SetViewport(int x, int y, int width, int height, DCanvas *canvas, PolyDepthStencil *depthStencil, bool topdown);
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void SetInputAssembly(PolyInputAssembly *input);
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void SetVertexBuffer(const void *vertices, int offset0, int offset1); // [GEC] Add offset params
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void SetIndexBuffer(const void *elements);
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void SetLightBuffer(const void *lights);
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void SetViewpointUniforms(const HWViewpointUniforms *uniforms);
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void SetDepthClamp(bool on);
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void SetDepthMask(bool on);
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void SetDepthFunc(int func);
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void SetDepthRange(float min, float max);
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void SetDepthBias(float depthBiasConstantFactor, float depthBiasSlopeFactor);
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void SetColorMask(bool r, bool g, bool b, bool a);
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void SetStencil(int stencilRef, int op);
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void SetCulling(int mode);
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void EnableStencil(bool on);
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void SetScissor(int x, int y, int w, int h);
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void SetRenderStyle(FRenderStyle style);
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void SetTexture(int unit, void *pixels, int width, int height, bool bgra);
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void SetShader(int specialEffect, int effectState, bool alphaTest, bool colormapShader);
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void PushStreamData(const StreamData &data, const PolyPushConstants &constants);
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void PushMatrices(const VSMatrix &modelMatrix, const VSMatrix &normalModelMatrix, const VSMatrix &textureMatrix);
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void ClearDepth(float value);
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void ClearStencil(uint8_t value);
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void Draw(int index, int vcount, PolyDrawMode mode = PolyDrawMode::Triangles);
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void DrawIndexed(int index, int count, PolyDrawMode mode = PolyDrawMode::Triangles);
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void Submit();
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private:
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std::shared_ptr<DrawerCommandQueue> mQueue;
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};
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class PolyDepthStencil
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{
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public:
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PolyDepthStencil(int width, int height) : width(width), height(height), depthbuffer(width * height), stencilbuffer(width * height) { }
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int Width() const { return width; }
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int Height() const { return height; }
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float *DepthValues() { return depthbuffer.data(); }
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uint8_t *StencilValues() { return stencilbuffer.data(); }
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private:
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int width;
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int height;
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std::vector<float> depthbuffer;
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std::vector<uint8_t> stencilbuffer;
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};
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struct PolyPushConstants
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{
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int uTextureMode;
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float uAlphaThreshold;
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FVector2 uClipSplit;
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// Lighting + Fog
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float uLightLevel;
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float uFogDensity;
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float uLightFactor;
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float uLightDist;
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int uFogEnabled;
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// dynamic lights
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int uLightIndex;
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FVector4 uDynLightColor; // [GEC]
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};
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class PolyInputAssembly
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{
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public:
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virtual void Load(PolyTriangleThreadData *thread, const void *vertices, int frame0, int frame1, int index) = 0; // [GEC] Add frame params
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};
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