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https://github.com/DrBeef/Raze.git
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ed599d0f05
This way it can be handled transparently to the calling code. Fonts do not work yet, though.
701 lines
15 KiB
C++
701 lines
15 KiB
C++
#pragma once
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#include "vectors.h"
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#include "matrix.h"
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#include "hw_material.h"
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#include "texmanip.h"
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#include "version.h"
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#include "i_interface.h"
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struct FColormap;
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class IVertexBuffer;
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class IIndexBuffer;
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enum EClearTarget
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{
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CT_Depth = 1,
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CT_Stencil = 2,
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CT_Color = 4
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};
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enum ERenderEffect
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{
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EFF_NONE = -1,
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EFF_FOGBOUNDARY,
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EFF_SPHEREMAP,
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EFF_BURN,
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EFF_STENCIL,
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MAX_EFFECTS
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};
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enum EAlphaFunc
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{
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Alpha_GEqual = 0,
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Alpha_Greater = 1
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};
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enum EDrawType
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{
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DT_Points = 0,
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DT_Lines = 1,
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DT_Triangles = 2,
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DT_TriangleFan = 3,
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DT_TriangleStrip = 4
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};
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enum EDepthFunc
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{
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DF_Less,
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DF_LEqual,
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DF_Always
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};
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enum EStencilFlags
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{
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SF_AllOn = 0,
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SF_ColorMaskOff = 1,
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SF_DepthMaskOff = 2,
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};
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enum EStencilOp
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{
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SOP_Keep = 0,
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SOP_Increment = 1,
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SOP_Decrement = 2
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};
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enum ECull
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{
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Cull_None,
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Cull_CCW,
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Cull_CW
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};
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struct FStateVec4
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{
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float vec[4];
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void Set(float r, float g, float b, float a)
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{
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vec[0] = r;
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vec[1] = g;
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vec[2] = b;
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vec[3] = a;
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}
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};
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struct FMaterialState
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{
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FMaterial *mMaterial = nullptr;
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int mClampMode;
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int mTranslation;
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int mOverrideShader;
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bool mChanged;
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void Reset()
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{
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mMaterial = nullptr;
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mTranslation = 0;
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mClampMode = CLAMP_NONE;
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mOverrideShader = -1;
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mChanged = false;
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}
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};
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struct FDepthBiasState
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{
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float mFactor;
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float mUnits;
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bool mChanged;
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void Reset()
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{
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mFactor = 0;
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mUnits = 0;
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mChanged = false;
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}
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};
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enum EPassType
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{
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NORMAL_PASS,
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GBUFFER_PASS,
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MAX_PASS_TYPES
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};
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struct FVector4PalEntry
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{
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float r, g, b, a;
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bool operator==(const FVector4PalEntry &other) const
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{
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return r == other.r && g == other.g && b == other.b && a == other.a;
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}
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bool operator!=(const FVector4PalEntry &other) const
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{
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return r != other.r || g != other.g || b != other.b || a != other.a;
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}
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FVector4PalEntry &operator=(PalEntry newvalue)
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{
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const float normScale = 1.0f / 255.0f;
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r = newvalue.r * normScale;
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g = newvalue.g * normScale;
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b = newvalue.b * normScale;
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a = newvalue.a * normScale;
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return *this;
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}
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FVector4PalEntry& SetIA(PalEntry newvalue)
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{
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const float normScale = 1.0f / 255.0f;
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r = newvalue.r * normScale;
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g = newvalue.g * normScale;
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b = newvalue.b * normScale;
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a = newvalue.a;
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return *this;
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}
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FVector4PalEntry& SetFlt(float v1, float v2, float v3, float v4)
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{
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r = v1;
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g = v2;
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b = v3;
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a = v4;
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return *this;
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}
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};
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struct StreamData
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{
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FVector4PalEntry uObjectColor;
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FVector4PalEntry uObjectColor2;
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FVector4 uDynLightColor;
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FVector4PalEntry uAddColor;
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FVector4PalEntry uTextureAddColor;
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FVector4PalEntry uTextureModulateColor;
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FVector4PalEntry uTextureBlendColor;
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FVector4PalEntry uFogColor;
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float uDesaturationFactor;
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float uInterpolationFactor;
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float timer;
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int useVertexData;
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FVector4 uVertexColor;
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FVector4 uVertexNormal;
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FVector4 uGlowTopPlane;
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FVector4 uGlowTopColor;
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FVector4 uGlowBottomPlane;
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FVector4 uGlowBottomColor;
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FVector4 uGradientTopPlane;
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FVector4 uGradientBottomPlane;
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FVector4 uSplitTopPlane;
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FVector4 uSplitBottomPlane;
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FVector4 uDetailParms;
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#ifdef NPOT_EMULATION
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FVector2 uNpotEmulation;
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#endif
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};
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class FRenderState
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{
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protected:
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uint8_t mFogEnabled;
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uint8_t mTextureEnabled:1;
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uint8_t mGlowEnabled : 1;
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uint8_t mGradientEnabled : 1;
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uint8_t mModelMatrixEnabled : 1;
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uint8_t mTextureMatrixEnabled : 1;
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uint8_t mSplitEnabled : 1;
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uint8_t mBrightmapEnabled : 1;
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int mLightIndex;
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int mSpecialEffect;
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int mTextureMode;
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int mTextureModeFlags;
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int mSoftLight;
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float mLightParms[4];
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float mAlphaThreshold;
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float mClipSplit[2];
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StreamData mStreamData = {};
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PalEntry mFogColor;
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FRenderStyle mRenderStyle;
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FMaterialState mMaterial;
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FDepthBiasState mBias;
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IVertexBuffer *mVertexBuffer;
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int mVertexOffsets[2]; // one per binding point
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IIndexBuffer *mIndexBuffer;
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EPassType mPassType = NORMAL_PASS;
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public:
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uint64_t firstFrame = 0;
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VSMatrix mModelMatrix;
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VSMatrix mTextureMatrix;
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public:
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void Reset()
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{
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mTextureEnabled = true;
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mBrightmapEnabled = mGradientEnabled = mFogEnabled = mGlowEnabled = false;
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mFogColor = 0xffffffff;
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mStreamData.uFogColor = mFogColor;
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mTextureMode = -1;
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mTextureModeFlags = 0;
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mStreamData.uDesaturationFactor = 0.0f;
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mAlphaThreshold = 0.5f;
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mModelMatrixEnabled = false;
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mTextureMatrixEnabled = false;
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mSplitEnabled = false;
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mStreamData.uAddColor = 0;
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mStreamData.uObjectColor = 0xffffffff;
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mStreamData.uObjectColor2 = 0;
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mStreamData.uTextureBlendColor = 0;
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mStreamData.uTextureAddColor = 0;
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mStreamData.uTextureModulateColor = 0;
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mSoftLight = 0;
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mLightParms[0] = mLightParms[1] = mLightParms[2] = 0.0f;
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mLightParms[3] = -1.f;
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mSpecialEffect = EFF_NONE;
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mLightIndex = -1;
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mStreamData.uInterpolationFactor = 0;
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mRenderStyle = DefaultRenderStyle();
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mMaterial.Reset();
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mBias.Reset();
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mPassType = NORMAL_PASS;
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mVertexBuffer = nullptr;
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mVertexOffsets[0] = mVertexOffsets[1] = 0;
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mIndexBuffer = nullptr;
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mStreamData.uVertexColor = { 1.0f, 1.0f, 1.0f, 1.0f };
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mStreamData.uGlowTopColor = { 0.0f, 0.0f, 0.0f, 0.0f };
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mStreamData.uGlowBottomColor = { 0.0f, 0.0f, 0.0f, 0.0f };
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mStreamData.uGlowTopPlane = { 0.0f, 0.0f, 0.0f, 0.0f };
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mStreamData.uGlowBottomPlane = { 0.0f, 0.0f, 0.0f, 0.0f };
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mStreamData.uGradientTopPlane = { 0.0f, 0.0f, 0.0f, 0.0f };
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mStreamData.uGradientBottomPlane = { 0.0f, 0.0f, 0.0f, 0.0f };
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mStreamData.uSplitTopPlane = { 0.0f, 0.0f, 0.0f, 0.0f };
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mStreamData.uSplitBottomPlane = { 0.0f, 0.0f, 0.0f, 0.0f };
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mStreamData.uDynLightColor = { 0.0f, 0.0f, 0.0f, 1.0f };
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mStreamData.uDetailParms = { 0.0f, 0.0f, 0.0f, 0.0f };
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#ifdef NPOT_EMULATION
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mStreamData.uNpotEmulation = { 0,0 };
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#endif
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mModelMatrix.loadIdentity();
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mTextureMatrix.loadIdentity();
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ClearClipSplit();
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}
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void SetNormal(FVector3 norm)
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{
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mStreamData.uVertexNormal = { norm.X, norm.Y, norm.Z, 0.f };
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}
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void SetNormal(float x, float y, float z)
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{
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mStreamData.uVertexNormal = { x, y, z, 0.f };
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}
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void SetColor(float r, float g, float b, float a = 1.f, int desat = 0)
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{
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mStreamData.uVertexColor = { r, g, b, a };
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mStreamData.uDesaturationFactor = desat * (1.0f / 255.0f);
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}
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void SetColor(PalEntry pe, int desat = 0)
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{
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const float scale = 1.0f / 255.0f;
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mStreamData.uVertexColor = { pe.r * scale, pe.g * scale, pe.b * scale, pe.a * scale };
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mStreamData.uDesaturationFactor = desat * (1.0f / 255.0f);
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}
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void SetColorAlpha(PalEntry pe, float alpha = 1.f, int desat = 0)
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{
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const float scale = 1.0f / 255.0f;
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mStreamData.uVertexColor = { pe.r * scale, pe.g * scale, pe.b * scale, alpha };
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mStreamData.uDesaturationFactor = desat * (1.0f / 255.0f);
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}
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void ResetColor()
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{
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mStreamData.uVertexColor = { 1.0f, 1.0f, 1.0f, 1.0f };
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mStreamData.uDesaturationFactor = 0.0f;
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}
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void SetTextureMode(int mode)
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{
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mTextureMode = mode;
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}
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void SetTextureMode(FRenderStyle style)
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{
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if (style.Flags & STYLEF_RedIsAlpha)
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{
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SetTextureMode(TM_ALPHATEXTURE);
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}
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else if (style.Flags & STYLEF_ColorIsFixed)
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{
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SetTextureMode(TM_STENCIL);
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}
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else if (style.Flags & STYLEF_InvertSource)
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{
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SetTextureMode(TM_INVERSE);
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}
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}
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int GetTextureMode()
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{
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return mTextureMode;
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}
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void EnableTexture(bool on)
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{
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mTextureEnabled = on;
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}
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void EnableFog(uint8_t on)
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{
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mFogEnabled = on;
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}
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void SetEffect(int eff)
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{
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mSpecialEffect = eff;
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}
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void EnableGlow(bool on)
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{
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if (mGlowEnabled && !on)
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{
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mStreamData.uGlowTopColor = { 0.0f, 0.0f, 0.0f, 0.0f };
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mStreamData.uGlowBottomColor = { 0.0f, 0.0f, 0.0f, 0.0f };
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}
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mGlowEnabled = on;
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}
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void EnableGradient(bool on)
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{
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mGradientEnabled = on;
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}
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void EnableBrightmap(bool on)
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{
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mBrightmapEnabled = on;
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}
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void EnableSplit(bool on)
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{
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if (mSplitEnabled && !on)
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{
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mStreamData.uSplitTopPlane = { 0.0f, 0.0f, 0.0f, 0.0f };
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mStreamData.uSplitBottomPlane = { 0.0f, 0.0f, 0.0f, 0.0f };
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}
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mSplitEnabled = on;
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}
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void EnableModelMatrix(bool on)
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{
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mModelMatrixEnabled = on;
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}
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void EnableTextureMatrix(bool on)
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{
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mTextureMatrixEnabled = on;
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}
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void SetGlowParams(float *t, float *b)
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{
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mStreamData.uGlowTopColor = { t[0], t[1], t[2], t[3] };
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mStreamData.uGlowBottomColor = { b[0], b[1], b[2], b[3] };
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}
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void SetSoftLightLevel(int llevel, int blendfactor = 0)
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{
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if (blendfactor == 0) mLightParms[3] = llevel / 255.f;
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else mLightParms[3] = -1.f;
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}
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void SetNoSoftLightLevel()
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{
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mLightParms[3] = -1.f;
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}
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void SetGlowPlanes(const FVector4 &tp, const FVector4& bp)
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{
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mStreamData.uGlowTopPlane = tp;
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mStreamData.uGlowBottomPlane = bp;
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}
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void SetGradientPlanes(const FVector4& tp, const FVector4& bp)
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{
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mStreamData.uGradientTopPlane = tp;
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mStreamData.uGradientBottomPlane = bp;
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}
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void SetSplitPlanes(const FVector4& tp, const FVector4& bp)
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{
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mStreamData.uSplitTopPlane = tp;
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mStreamData.uSplitBottomPlane = bp;
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}
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void SetDetailParms(float xscale, float yscale, float bias)
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{
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mStreamData.uDetailParms = { xscale, yscale, bias, 0 };
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}
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void SetDynLight(float r, float g, float b)
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{
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mStreamData.uDynLightColor.X = r;
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mStreamData.uDynLightColor.Y = g;
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mStreamData.uDynLightColor.Z = b;
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}
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void SetScreenFade(float f)
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{
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// This component is otherwise unused.
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mStreamData.uDynLightColor.W = f;
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}
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void SetObjectColor(PalEntry pe)
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{
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mStreamData.uObjectColor = pe;
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}
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void SetObjectColor2(PalEntry pe)
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{
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mStreamData.uObjectColor2 = pe;
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}
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void SetAddColor(PalEntry pe)
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{
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mStreamData.uAddColor = pe;
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}
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void SetNpotEmulation(float factor, float offset)
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{
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#ifdef NPOT_EMULATION
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mStreamData.uNpotEmulation = { offset, factor };
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#endif
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}
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void ApplyTextureManipulation(TextureManipulation* texfx)
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{
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if (!texfx || texfx->AddColor.a == 0)
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{
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mStreamData.uTextureAddColor.a = 0; // we only need to set the flags to 0
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}
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else
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{
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// set up the whole thing
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mStreamData.uTextureAddColor.SetIA(texfx->AddColor);
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auto pe = texfx->ModulateColor;
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mStreamData.uTextureModulateColor.SetFlt(pe.r * pe.a / 255.f, pe.g * pe.a / 255.f, pe.b * pe.a / 255.f, texfx->DesaturationFactor);
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mStreamData.uTextureBlendColor = texfx->BlendColor;
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}
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}
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void SetTextureColors(float* modColor, float* addColor, float* blendColor)
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{
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mStreamData.uTextureAddColor.SetFlt(addColor[0], addColor[1], addColor[2], addColor[3]);
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mStreamData.uTextureModulateColor.SetFlt(modColor[0], modColor[1], modColor[2], modColor[3]);
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mStreamData.uTextureBlendColor.SetFlt(blendColor[0], blendColor[1], blendColor[2], blendColor[3]);
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}
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void SetFog(PalEntry c, float d)
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{
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const float LOG2E = 1.442692f; // = 1/log(2)
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mFogColor = c;
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mStreamData.uFogColor = mFogColor;
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if (d >= 0.0f) mLightParms[2] = d * (-LOG2E / 64000.f);
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}
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void SetLightParms(float f, float d)
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{
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mLightParms[1] = f;
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mLightParms[0] = d;
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}
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PalEntry GetFogColor() const
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{
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return mFogColor;
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}
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void AlphaFunc(int func, float thresh)
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{
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if (func == Alpha_Greater) mAlphaThreshold = thresh;
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else mAlphaThreshold = thresh - 0.001f;
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}
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void SetLightIndex(int index)
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{
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mLightIndex = index;
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}
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void SetRenderStyle(FRenderStyle rs)
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{
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mRenderStyle = rs;
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}
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void SetRenderStyle(ERenderStyle rs)
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{
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mRenderStyle = rs;
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}
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void SetDepthBias(float a, float b)
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|
{
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mBias.mFactor = a;
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mBias.mUnits = b;
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|
mBias.mChanged = true;
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|
}
|
|
|
|
void ClearDepthBias()
|
|
{
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|
mBias.mFactor = 0;
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|
mBias.mUnits = 0;
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|
mBias.mChanged = true;
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|
}
|
|
|
|
private:
|
|
void SetMaterial(FMaterial *mat, int clampmode, int translation, int overrideshader)
|
|
{
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|
mMaterial.mMaterial = mat;
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|
mMaterial.mClampMode = clampmode;
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|
mMaterial.mTranslation = translation;
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|
mMaterial.mOverrideShader = overrideshader;
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|
mMaterial.mChanged = true;
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|
mTextureModeFlags = mat->GetLayerFlags();
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|
auto scale = mat->GetDetailScale();
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|
mStreamData.uDetailParms = { scale.X, scale.Y, 2, 0 };
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|
}
|
|
|
|
public:
|
|
void SetMaterial(FGameTexture* tex, EUpscaleFlags upscalemask, int scaleflags, int clampmode, int translation, int overrideshader)
|
|
{
|
|
if (!sysCallbacks.PreBindTexture || !sysCallbacks.PreBindTexture(this, tex, upscalemask, scaleflags, clampmode, translation, overrideshader))
|
|
{
|
|
if (shouldUpscale(tex, upscalemask)) scaleflags |= CTF_Upscale;
|
|
}
|
|
auto mat = FMaterial::ValidateTexture(tex, scaleflags);
|
|
assert(mat);
|
|
SetMaterial(mat, clampmode, translation, overrideshader);
|
|
}
|
|
|
|
void SetClipSplit(float bottom, float top)
|
|
{
|
|
mClipSplit[0] = bottom;
|
|
mClipSplit[1] = top;
|
|
}
|
|
|
|
void SetClipSplit(float *vals)
|
|
{
|
|
memcpy(mClipSplit, vals, 2 * sizeof(float));
|
|
}
|
|
|
|
void GetClipSplit(float *out)
|
|
{
|
|
memcpy(out, mClipSplit, 2 * sizeof(float));
|
|
}
|
|
|
|
void ClearClipSplit()
|
|
{
|
|
mClipSplit[0] = -1000000.f;
|
|
mClipSplit[1] = 1000000.f;
|
|
}
|
|
|
|
void SetVertexBuffer(IVertexBuffer *vb, int offset0, int offset1)
|
|
{
|
|
assert(vb);
|
|
mVertexBuffer = vb;
|
|
mVertexOffsets[0] = offset0;
|
|
mVertexOffsets[1] = offset1;
|
|
}
|
|
|
|
void SetIndexBuffer(IIndexBuffer *ib)
|
|
{
|
|
mIndexBuffer = ib;
|
|
}
|
|
|
|
template <class T> void SetVertexBuffer(T *buffer)
|
|
{
|
|
auto ptrs = buffer->GetBufferObjects();
|
|
SetVertexBuffer(ptrs.first, 0, 0);
|
|
SetIndexBuffer(ptrs.second);
|
|
}
|
|
|
|
void SetInterpolationFactor(float fac)
|
|
{
|
|
mStreamData.uInterpolationFactor = fac;
|
|
}
|
|
|
|
float GetInterpolationFactor()
|
|
{
|
|
return mStreamData.uInterpolationFactor;
|
|
}
|
|
|
|
void EnableDrawBufferAttachments(bool on) // Used by fog boundary drawer
|
|
{
|
|
EnableDrawBuffers(on ? GetPassDrawBufferCount() : 1);
|
|
}
|
|
|
|
int GetPassDrawBufferCount()
|
|
{
|
|
return mPassType == GBUFFER_PASS ? 3 : 1;
|
|
}
|
|
|
|
void SetPassType(EPassType passType)
|
|
{
|
|
mPassType = passType;
|
|
}
|
|
|
|
EPassType GetPassType()
|
|
{
|
|
return mPassType;
|
|
}
|
|
|
|
// API-dependent render interface
|
|
|
|
// Draw commands
|
|
virtual void ClearScreen() = 0;
|
|
virtual void Draw(int dt, int index, int count, bool apply = true) = 0;
|
|
virtual void DrawIndexed(int dt, int index, int count, bool apply = true) = 0;
|
|
|
|
// Immediate render state change commands. These only change infrequently and should not clutter the render state.
|
|
virtual bool SetDepthClamp(bool on) = 0; // Deactivated only by skyboxes.
|
|
virtual void SetDepthMask(bool on) = 0; // Used by decals and indirectly by portal setup.
|
|
virtual void SetDepthFunc(int func) = 0; // Used by models, portals and mirror surfaces.
|
|
virtual void SetDepthRange(float min, float max) = 0; // Used by portal setup.
|
|
virtual void SetColorMask(bool r, bool g, bool b, bool a) = 0; // Used by portals.
|
|
virtual void SetStencil(int offs, int op, int flags=-1) = 0; // Used by portal setup and render hacks.
|
|
virtual void SetCulling(int mode) = 0; // Used by model drawer only.
|
|
virtual void EnableClipDistance(int num, bool state) = 0; // Use by sprite sorter for vertical splits.
|
|
virtual void Clear(int targets) = 0; // not used during normal rendering
|
|
virtual void EnableStencil(bool on) = 0; // always on for 3D, always off for 2D
|
|
virtual void SetScissor(int x, int y, int w, int h) = 0; // constant for 3D, changes for 2D
|
|
virtual void SetViewport(int x, int y, int w, int h) = 0; // constant for all 3D and all 2D
|
|
virtual void EnableDepthTest(bool on) = 0; // used by 2D, portals and render hacks.
|
|
virtual void EnableMultisampling(bool on) = 0; // only active for 2D
|
|
virtual void EnableLineSmooth(bool on) = 0; // constant setting for each 2D drawer operation
|
|
virtual void EnableDrawBuffers(int count, bool apply = false) = 0; // Used by SSAO and EnableDrawBufferAttachments
|
|
|
|
void SetColorMask(bool on)
|
|
{
|
|
SetColorMask(on, on, on, on);
|
|
}
|
|
|
|
};
|
|
|