raze/source/common/rendering/hwrenderer/data/hw_renderstate.h
Christoph Oelckers ea08fa0a4e - updated common code.
Most of what got added is still unused.

# Conflicts:
#	source/build/src/palette.cpp

# Conflicts:
#	source/build/src/palette.cpp

# Conflicts:
#	source/common/engine/i_interface.h
2020-05-30 22:28:24 +02:00

665 lines
14 KiB
C++

#pragma once
#include "v_palette.h"
#include "vectors.h"
#include "matrix.h"
#include "hw_material.h"
#include "texmanip.h"
struct FColormap;
class IVertexBuffer;
class IIndexBuffer;
enum EClearTarget
{
CT_Depth = 1,
CT_Stencil = 2,
CT_Color = 4
};
enum ERenderEffect
{
EFF_NONE = -1,
EFF_FOGBOUNDARY,
EFF_SPHEREMAP,
EFF_BURN,
EFF_STENCIL,
MAX_EFFECTS
};
enum EAlphaFunc
{
Alpha_GEqual = 0,
Alpha_Greater = 1
};
enum EDrawType
{
DT_Points = 0,
DT_Lines = 1,
DT_Triangles = 2,
DT_TriangleFan = 3,
DT_TriangleStrip = 4
};
enum EDepthFunc
{
DF_Less,
DF_LEqual,
DF_Always
};
enum EStencilFlags
{
SF_AllOn = 0,
SF_ColorMaskOff = 1,
SF_DepthMaskOff = 2,
};
enum EStencilOp
{
SOP_Keep = 0,
SOP_Increment = 1,
SOP_Decrement = 2
};
enum ECull
{
Cull_None,
Cull_CCW,
Cull_CW
};
struct FStateVec4
{
float vec[4];
void Set(float r, float g, float b, float a)
{
vec[0] = r;
vec[1] = g;
vec[2] = b;
vec[3] = a;
}
};
struct FMaterialState
{
FMaterial *mMaterial;
int mClampMode;
int mTranslation;
int mOverrideShader;
bool mChanged;
void Reset()
{
mMaterial = nullptr;
mTranslation = 0;
mClampMode = CLAMP_NONE;
mOverrideShader = -1;
mChanged = false;
}
};
struct FDepthBiasState
{
float mFactor;
float mUnits;
bool mChanged;
void Reset()
{
mFactor = 0;
mUnits = 0;
mChanged = false;
}
};
enum EPassType
{
NORMAL_PASS,
GBUFFER_PASS,
MAX_PASS_TYPES
};
struct FVector4PalEntry
{
float r, g, b, a;
bool operator==(const FVector4PalEntry &other) const
{
return r == other.r && g == other.g && b == other.b && a == other.a;
}
bool operator!=(const FVector4PalEntry &other) const
{
return r != other.r || g != other.g || b != other.b || a != other.a;
}
FVector4PalEntry &operator=(PalEntry newvalue)
{
const float normScale = 1.0f / 255.0f;
r = newvalue.r * normScale;
g = newvalue.g * normScale;
b = newvalue.b * normScale;
a = newvalue.a * normScale;
return *this;
}
FVector4PalEntry& SetIA(PalEntry newvalue)
{
const float normScale = 1.0f / 255.0f;
r = newvalue.r * normScale;
g = newvalue.g * normScale;
b = newvalue.b * normScale;
a = 1;
return *this;
}
FVector4PalEntry& SetFlt(float v1, float v2, float v3, float v4)
{
r = v1;
g = v2;
b = v3;
a = v4;
return *this;
}
};
struct StreamData
{
FVector4PalEntry uObjectColor;
FVector4PalEntry uObjectColor2;
FVector4 uDynLightColor;
FVector4PalEntry uAddColor;
FVector4PalEntry uTextureAddColor;
FVector4PalEntry uTextureModulateColor;
FVector4PalEntry uTextureBlendColor;
FVector4PalEntry uFogColor;
float uDesaturationFactor;
float uInterpolationFactor;
float timer;
int useVertexData;
FVector4 uVertexColor;
FVector4 uVertexNormal;
FVector4 uGlowTopPlane;
FVector4 uGlowTopColor;
FVector4 uGlowBottomPlane;
FVector4 uGlowBottomColor;
FVector4 uGradientTopPlane;
FVector4 uGradientBottomPlane;
FVector4 uSplitTopPlane;
FVector4 uSplitBottomPlane;
FVector4 uDetailParms;
};
class FRenderState
{
protected:
uint8_t mFogEnabled;
uint8_t mTextureEnabled:1;
uint8_t mGlowEnabled : 1;
uint8_t mGradientEnabled : 1;
uint8_t mModelMatrixEnabled : 1;
uint8_t mTextureMatrixEnabled : 1;
uint8_t mSplitEnabled : 1;
uint8_t mBrightmapEnabled : 1;
int mLightIndex;
int mSpecialEffect;
int mTextureMode;
int mTextureModeFlags;
int mSoftLight;
float mLightParms[4];
float mAlphaThreshold;
float mClipSplit[2];
StreamData mStreamData = {};
PalEntry mFogColor;
FRenderStyle mRenderStyle;
FMaterialState mMaterial;
FDepthBiasState mBias;
IVertexBuffer *mVertexBuffer;
int mVertexOffsets[2]; // one per binding point
IIndexBuffer *mIndexBuffer;
EPassType mPassType = NORMAL_PASS;
public:
uint64_t firstFrame = 0;
VSMatrix mModelMatrix;
VSMatrix mTextureMatrix;
public:
void Reset()
{
mTextureEnabled = true;
mBrightmapEnabled = mGradientEnabled = mFogEnabled = mGlowEnabled = false;
mFogColor = 0xffffffff;
mStreamData.uFogColor = mFogColor;
mTextureMode = -1;
mTextureModeFlags = 0;
mStreamData.uDesaturationFactor = 0.0f;
mAlphaThreshold = 0.5f;
mModelMatrixEnabled = false;
mTextureMatrixEnabled = false;
mSplitEnabled = false;
mStreamData.uAddColor = 0;
mStreamData.uObjectColor = 0xffffffff;
mStreamData.uObjectColor2 = 0;
mStreamData.uTextureBlendColor = 0;
mStreamData.uTextureAddColor = 0;
mStreamData.uTextureModulateColor = 0;
mSoftLight = 0;
mLightParms[0] = mLightParms[1] = mLightParms[2] = 0.0f;
mLightParms[3] = -1.f;
mSpecialEffect = EFF_NONE;
mLightIndex = -1;
mStreamData.uInterpolationFactor = 0;
mRenderStyle = DefaultRenderStyle();
mMaterial.Reset();
mBias.Reset();
mPassType = NORMAL_PASS;
mVertexBuffer = nullptr;
mVertexOffsets[0] = mVertexOffsets[1] = 0;
mIndexBuffer = nullptr;
mStreamData.uVertexColor = { 1.0f, 1.0f, 1.0f, 1.0f };
mStreamData.uGlowTopColor = { 0.0f, 0.0f, 0.0f, 0.0f };
mStreamData.uGlowBottomColor = { 0.0f, 0.0f, 0.0f, 0.0f };
mStreamData.uGlowTopPlane = { 0.0f, 0.0f, 0.0f, 0.0f };
mStreamData.uGlowBottomPlane = { 0.0f, 0.0f, 0.0f, 0.0f };
mStreamData.uGradientTopPlane = { 0.0f, 0.0f, 0.0f, 0.0f };
mStreamData.uGradientBottomPlane = { 0.0f, 0.0f, 0.0f, 0.0f };
mStreamData.uSplitTopPlane = { 0.0f, 0.0f, 0.0f, 0.0f };
mStreamData.uSplitBottomPlane = { 0.0f, 0.0f, 0.0f, 0.0f };
mStreamData.uDynLightColor = { 0.0f, 0.0f, 0.0f, 0.0f };
mStreamData.uDetailParms = { 0.0f, 0.0f, 0.0f, 0.0f };
mModelMatrix.loadIdentity();
mTextureMatrix.loadIdentity();
ClearClipSplit();
}
void SetNormal(FVector3 norm)
{
mStreamData.uVertexNormal = { norm.X, norm.Y, norm.Z, 0.f };
}
void SetNormal(float x, float y, float z)
{
mStreamData.uVertexNormal = { x, y, z, 0.f };
}
void SetColor(float r, float g, float b, float a = 1.f, int desat = 0)
{
mStreamData.uVertexColor = { r, g, b, a };
mStreamData.uDesaturationFactor = desat * (1.0f / 255.0f);
}
void SetColor(PalEntry pe, int desat = 0)
{
const float scale = 1.0f / 255.0f;
mStreamData.uVertexColor = { pe.r * scale, pe.g * scale, pe.b * scale, pe.a * scale };
mStreamData.uDesaturationFactor = desat * (1.0f / 255.0f);
}
void SetColorAlpha(PalEntry pe, float alpha = 1.f, int desat = 0)
{
const float scale = 1.0f / 255.0f;
mStreamData.uVertexColor = { pe.r * scale, pe.g * scale, pe.b * scale, alpha };
mStreamData.uDesaturationFactor = desat * (1.0f / 255.0f);
}
void ResetColor()
{
mStreamData.uVertexColor = { 1.0f, 1.0f, 1.0f, 1.0f };
mStreamData.uDesaturationFactor = 0.0f;
}
void SetTextureMode(int mode)
{
mTextureMode = mode;
}
void SetTextureMode(FRenderStyle style)
{
if (style.Flags & STYLEF_RedIsAlpha)
{
SetTextureMode(TM_ALPHATEXTURE);
}
else if (style.Flags & STYLEF_ColorIsFixed)
{
SetTextureMode(TM_STENCIL);
}
else if (style.Flags & STYLEF_InvertSource)
{
SetTextureMode(TM_INVERSE);
}
}
int GetTextureMode()
{
return mTextureMode;
}
void EnableTexture(bool on)
{
mTextureEnabled = on;
}
void EnableFog(uint8_t on)
{
mFogEnabled = on;
}
void SetEffect(int eff)
{
mSpecialEffect = eff;
}
void EnableGlow(bool on)
{
if (mGlowEnabled && !on)
{
mStreamData.uGlowTopColor = { 0.0f, 0.0f, 0.0f, 0.0f };
mStreamData.uGlowBottomColor = { 0.0f, 0.0f, 0.0f, 0.0f };
}
mGlowEnabled = on;
}
void EnableGradient(bool on)
{
mGradientEnabled = on;
}
void EnableBrightmap(bool on)
{
mBrightmapEnabled = on;
}
void EnableSplit(bool on)
{
if (mSplitEnabled && !on)
{
mStreamData.uSplitTopPlane = { 0.0f, 0.0f, 0.0f, 0.0f };
mStreamData.uSplitBottomPlane = { 0.0f, 0.0f, 0.0f, 0.0f };
}
mSplitEnabled = on;
}
void EnableModelMatrix(bool on)
{
mModelMatrixEnabled = on;
}
void EnableTextureMatrix(bool on)
{
mTextureMatrixEnabled = on;
}
void SetGlowParams(float *t, float *b)
{
mStreamData.uGlowTopColor = { t[0], t[1], t[2], t[3] };
mStreamData.uGlowBottomColor = { b[0], b[1], b[2], b[3] };
}
void SetSoftLightLevel(int llevel, int blendfactor = 0)
{
if (blendfactor == 0) mLightParms[3] = llevel / 255.f;
else mLightParms[3] = -1.f;
}
void SetNoSoftLightLevel()
{
mLightParms[3] = -1.f;
}
void SetGlowPlanes(const FVector4 &tp, const FVector4& bp)
{
mStreamData.uGlowTopPlane = tp;
mStreamData.uGlowBottomPlane = bp;
}
void SetGradientPlanes(const FVector4& tp, const FVector4& bp)
{
mStreamData.uGradientTopPlane = tp;
mStreamData.uGradientBottomPlane = bp;
}
void SetSplitPlanes(const FVector4& tp, const FVector4& bp)
{
mStreamData.uSplitTopPlane = tp;
mStreamData.uSplitBottomPlane = bp;
}
void SetDetailParms(float xscale, float yscale, float bias)
{
mStreamData.uDetailParms = { xscale, yscale, bias, 0 };
}
void SetDynLight(float r, float g, float b)
{
mStreamData.uDynLightColor = { r, g, b, 0.0f };
}
void SetObjectColor(PalEntry pe)
{
mStreamData.uObjectColor = pe;
}
void SetObjectColor2(PalEntry pe)
{
mStreamData.uObjectColor2 = pe;
}
void SetAddColor(PalEntry pe)
{
mStreamData.uAddColor = pe;
}
void ApplyTextureManipulation(TextureManipulation* texfx)
{
if (!texfx || texfx->AddColor.a == 0)
{
mStreamData.uTextureAddColor.a = 0; // we only need to set the flags to 0
}
else
{
// set up the whole thing
mStreamData.uTextureAddColor.SetIA(texfx->AddColor);
auto pe = texfx->ModulateColor;
mStreamData.uTextureModulateColor.SetFlt(pe.r * pe.a / 255.f, pe.g * pe.a / 255.f, pe.b * pe.a / 255.f, texfx->DesaturationFactor);
mStreamData.uTextureBlendColor = texfx->BlendColor;
}
}
void SetFog(PalEntry c, float d)
{
const float LOG2E = 1.442692f; // = 1/log(2)
mFogColor = c;
mStreamData.uFogColor = mFogColor;
if (d >= 0.0f) mLightParms[2] = d * (-LOG2E / 64000.f);
}
void SetLightParms(float f, float d)
{
mLightParms[1] = f;
mLightParms[0] = d;
}
PalEntry GetFogColor() const
{
return mFogColor;
}
void AlphaFunc(int func, float thresh)
{
if (func == Alpha_Greater) mAlphaThreshold = thresh;
else mAlphaThreshold = thresh - 0.001f;
}
void SetLightIndex(int index)
{
mLightIndex = index;
}
void SetRenderStyle(FRenderStyle rs)
{
mRenderStyle = rs;
}
void SetRenderStyle(ERenderStyle rs)
{
mRenderStyle = rs;
}
void SetDepthBias(float a, float b)
{
mBias.mFactor = a;
mBias.mUnits = b;
mBias.mChanged = true;
}
void ClearDepthBias()
{
mBias.mFactor = 0;
mBias.mUnits = 0;
mBias.mChanged = true;
}
void SetMaterial(FMaterial *mat, int clampmode, int translation, int overrideshader)
{
mMaterial.mMaterial = mat;
mMaterial.mClampMode = clampmode;
mMaterial.mTranslation = translation;
mMaterial.mOverrideShader = overrideshader;
mMaterial.mChanged = true;
mTextureModeFlags = mat->GetLayerFlags();
}
void SetMaterial(FGameTexture* tex, EUpscaleFlags upscalemask, int scaleflags, int clampmode, int translation, int overrideshader)
{
if (shouldUpscale(tex, upscalemask)) scaleflags |= CTF_Upscale;
SetMaterial(FMaterial::ValidateTexture(tex, scaleflags), 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);
}
};