gzdoom-gles/src/swrenderer/viewport/r_drawerargs.h

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#pragma once
#include "templates.h"
#include "doomtype.h"
#include "doomdef.h"
#include "r_defs.h"
#include "swrenderer/drawers/r_draw.h"
#include "v_video.h"
#include "r_data/colormaps.h"
#include "r_data/r_translate.h"
#include "swrenderer/scene/r_light.h"
struct FSWColormap;
struct FLightNode;
namespace swrenderer
{
class SWPixelFormatDrawers;
class DrawerArgs;
struct ShadeConstants;
struct DrawerLight
{
uint32_t color;
float x, y, z;
float radius;
};
class DrawerArgs
{
public:
void SetLight(FSWColormap *base_colormap, float light, int shade);
void SetLight(FSWColormap *base_colormap, float light, int lightlevel, bool foggy, RenderViewport *viewport);
void SetTranslationMap(lighttable_t *translation);
uint8_t *Colormap(RenderViewport *viewport) const;
uint8_t *TranslationMap() const { return mTranslation; }
ShadeConstants ColormapConstants() const;
fixed_t Light() const { return LIGHTSCALE(mLight, mShade); }
private:
FSWColormap *mBaseColormap = nullptr;
float mLight = 0.0f;
int mShade = 0;
uint8_t *mTranslation = nullptr;
};
struct ShadeConstants
{
uint16_t light_alpha;
uint16_t light_red;
uint16_t light_green;
uint16_t light_blue;
uint16_t fade_alpha;
uint16_t fade_red;
uint16_t fade_green;
uint16_t fade_blue;
uint16_t desaturate;
bool simple_shade;
};
}