mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-11 07:12:16 +00:00
- moved hw_renderstate.h to hwrenderer folder and renamed one GL constant it was using.
This commit is contained in:
parent
a4f7fd2e46
commit
510aa600dd
10 changed files with 317 additions and 270 deletions
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@ -497,7 +497,7 @@ void FGLRenderer::Draw2D(F2DDrawer *drawer)
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gl_RenderState.SetFog(cmd.mColor1, 0);
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gl_RenderState.SetColor(1, 1, 1, 1, cmd.mDesaturate);
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gl_RenderState.AlphaFunc(GL_GEQUAL, 0.f);
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gl_RenderState.AlphaFunc(Alpha_GEqual, 0.f);
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if (cmd.mTexture != nullptr)
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{
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@ -27,6 +27,7 @@
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#include "gl_load/gl_interface.h"
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#include "r_data/matrix.h"
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#include "hwrenderer/scene//hw_drawstructs.h"
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#include "hwrenderer/scene//hw_renderstate.h"
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#include "hwrenderer/textures/hw_material.h"
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#include "c_cvars.h"
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#include "r_defs.h"
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@ -40,31 +41,6 @@ extern TArray<VSMatrix> gl_MatrixStack;
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EXTERN_CVAR(Bool, gl_direct_state_change)
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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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enum EEffect
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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 EPassType
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{
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NORMAL_PASS,
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@ -72,225 +48,6 @@ enum EPassType
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MAX_PASS_TYPES
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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 mBrightmapEnabled : 1;
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uint8_t mModelMatrixEnabled : 1;
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uint8_t mTextureMatrixEnabled : 1;
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int mSpecialEffect;
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int mTextureMode;
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int mDesaturation;
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int mSoftLight;
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float mLightParms[4];
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float mAlphaThreshold;
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FStateVec4 mNormal;
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FStateVec4 mColor;
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FStateVec4 mGlowTop, mGlowBottom;
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FStateVec4 mGlowTopPlane, mGlowBottomPlane;
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FStateVec4 mSplitTopPlane, mSplitBottomPlane;
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PalEntry mFogColor;
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PalEntry mObjectColor;
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PalEntry mObjectColor2;
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FStateVec4 mDynColor;
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public:
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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 = mFogEnabled = mGlowEnabled = false;
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mFogColor.d = -1;
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mTextureMode = -1;
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mDesaturation = 0;
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mAlphaThreshold = 0.5f;
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mModelMatrixEnabled = false;
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mTextureMatrixEnabled = false;
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mObjectColor = 0xffffffff;
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mObjectColor2 = 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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mColor.Set(1.0f, 1.0f, 1.0f, 1.0f);
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mGlowTop.Set(0.0f, 0.0f, 0.0f, 0.0f);
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mGlowBottom.Set(0.0f, 0.0f, 0.0f, 0.0f);
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mGlowTopPlane.Set(0.0f, 0.0f, 0.0f, 0.0f);
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mGlowBottomPlane.Set(0.0f, 0.0f, 0.0f, 0.0f);
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mSplitTopPlane.Set(0.0f, 0.0f, 0.0f, 0.0f);
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mSplitBottomPlane.Set(0.0f, 0.0f, 0.0f, 0.0f);
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mDynColor.Set(0.0f, 0.0f, 0.0f, 0.0f);
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mModelMatrix.loadIdentity();
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mTextureMatrix.loadIdentity();
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}
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void SetNormal(FVector3 norm)
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{
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mNormal.Set(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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mNormal.Set(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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mColor.Set(r, g, b, a);
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mDesaturation = desat;
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}
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void SetColor(PalEntry pe, int desat = 0)
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{
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mColor.Set(pe.r / 255.f, pe.g / 255.f, pe.b / 255.f, pe.a / 255.f);
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mDesaturation = desat;
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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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mColor.Set(pe.r / 255.f, pe.g / 255.f, pe.b / 255.f, alpha);
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mDesaturation = desat;
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}
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void ResetColor()
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{
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mColor.Set(1, 1, 1, 1);
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mDesaturation = 0;
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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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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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mGlowEnabled = 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 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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mGlowTop.Set(t[0], t[1], t[2], t[3]);
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mGlowBottom.Set(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 (level.lightmode == 8 && 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 SetGlowPlanes(const secplane_t &top, const secplane_t &bottom)
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{
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DVector3 tn = top.Normal();
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DVector3 bn = bottom.Normal();
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mGlowTopPlane.Set(tn.X, tn.Y, 1. / tn.Z, top.fD());
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mGlowBottomPlane.Set(bn.X, bn.Y, 1. / bn.Z, bottom.fD());
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}
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void SetSplitPlanes(const secplane_t &top, const secplane_t &bottom)
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{
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DVector3 tn = top.Normal();
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DVector3 bn = bottom.Normal();
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mSplitTopPlane.Set(tn.X, tn.Y, 1. / tn.Z, top.fD());
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mSplitBottomPlane.Set(bn.X, bn.Y, 1. / bn.Z, bottom.fD());
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}
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void SetDynLight(float r, float g, float b)
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{
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mDynColor.Set(r, g, b, 0);
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}
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void SetObjectColor(PalEntry pe)
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{
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mObjectColor = pe;
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}
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void SetObjectColor2(PalEntry pe)
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{
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mObjectColor2 = pe;
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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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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 == GL_GREATER) mAlphaThreshold = thresh;
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else mAlphaThreshold = thresh - 0.001f;
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}
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void SetPlaneTextureRotation(GLSectorPlane *plane, FMaterial *texture)
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{
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if (hw_SetPlaneTextureRotation(plane, texture, mTextureMatrix))
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{
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EnableTextureMatrix(true);
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}
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}
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};
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class FGLRenderState : public FRenderState
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{
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@ -244,15 +244,15 @@ void FDrawInfo::DrawFlat(GLFlat *flat, int pass, bool trans) // trans only has m
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gl_RenderState.SetObjectColor(flat->FlatColor | 0xff000000);
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if (!flat->gltexture)
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{
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gl_RenderState.AlphaFunc(GL_GEQUAL, 0.f);
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gl_RenderState.AlphaFunc(Alpha_GEqual, 0.f);
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gl_RenderState.EnableTexture(false);
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DrawSubsectors(flat, pass, true);
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gl_RenderState.EnableTexture(true);
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}
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else
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{
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if (!flat->gltexture->tex->GetTranslucency()) gl_RenderState.AlphaFunc(GL_GEQUAL, gl_mask_threshold);
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else gl_RenderState.AlphaFunc(GL_GEQUAL, 0.f);
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if (!flat->gltexture->tex->GetTranslucency()) gl_RenderState.AlphaFunc(Alpha_GEqual, gl_mask_threshold);
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else gl_RenderState.AlphaFunc(Alpha_GEqual, 0.f);
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gl_RenderState.SetMaterial(flat->gltexture, CLAMP_NONE, 0, -1, false);
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gl_RenderState.SetPlaneTextureRotation(&plane, flat->gltexture);
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DrawSubsectors(flat, pass, true);
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@ -430,7 +430,7 @@ void GLHorizonPortal::DrawContents(HWDrawInfo *hwdi)
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gl_RenderState.SetObjectColor(origin->specialcolor);
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gl_RenderState.SetPlaneTextureRotation(sp, gltexture);
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gl_RenderState.AlphaFunc(GL_GEQUAL, 0.f);
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gl_RenderState.AlphaFunc(Alpha_GEqual, 0.f);
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gl_RenderState.BlendFunc(GL_ONE,GL_ZERO);
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gl_RenderState.Apply();
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@ -166,7 +166,7 @@ void FDrawInfo::RenderScene(int recursion)
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// Part 1: solid geometry. This is set up so that there are no transparent parts
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glDepthFunc(GL_LESS);
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gl_RenderState.AlphaFunc(GL_GEQUAL, 0.f);
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gl_RenderState.AlphaFunc(Alpha_GEqual, 0.f);
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glDisable(GL_POLYGON_OFFSET_FILL);
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int pass = GLPASS_ALL;
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@ -183,7 +183,7 @@ void FDrawInfo::RenderScene(int recursion)
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gl_RenderState.EnableTexture(true);
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gl_RenderState.SetTextureMode(TM_MASK);
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}
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gl_RenderState.AlphaFunc(GL_GEQUAL, gl_mask_threshold);
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gl_RenderState.AlphaFunc(Alpha_GEqual, gl_mask_threshold);
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drawlists[GLDL_MASKEDWALLS].DrawWalls(this, pass);
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drawlists[GLDL_MASKEDFLATS].DrawFlats(this, pass);
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@ -228,7 +228,7 @@ void FDrawInfo::RenderTranslucent()
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RenderAll.Clock();
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// final pass: translucent stuff
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gl_RenderState.AlphaFunc(GL_GEQUAL, gl_mask_sprite_threshold);
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gl_RenderState.AlphaFunc(Alpha_GEqual, gl_mask_sprite_threshold);
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gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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gl_RenderState.EnableBrightmap(true);
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@ -238,7 +238,7 @@ void FDrawInfo::RenderTranslucent()
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gl_RenderState.EnableBrightmap(false);
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gl_RenderState.AlphaFunc(GL_GEQUAL, 0.5f);
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gl_RenderState.AlphaFunc(Alpha_GEqual, 0.5f);
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glDepthMask(true);
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RenderAll.Unclock();
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@ -226,7 +226,7 @@ void GLSkyPortal::DrawContents(HWDrawInfo *di)
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gl_RenderState.ResetColor();
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gl_RenderState.EnableFog(false);
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gl_RenderState.AlphaFunc(GL_GEQUAL, 0.f);
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gl_RenderState.AlphaFunc(Alpha_GEqual, 0.f);
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gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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bool oldClamp = gl_RenderState.SetDepthClamp(true);
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@ -248,7 +248,7 @@ void GLSkyPortal::DrawContents(HWDrawInfo *di)
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gl_RenderState.SetTextureMode(TM_MODULATE);
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}
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gl_RenderState.AlphaFunc(GL_GREATER, 0.f);
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gl_RenderState.AlphaFunc(Alpha_Greater, 0.f);
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if (origin->doublesky && origin->texture[1])
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{
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@ -96,11 +96,11 @@ void FDrawInfo::DrawSprite(GLSprite *sprite, int pass)
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if (sprite->hw_styleflags == STYLEHW_NoAlphaTest)
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{
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gl_RenderState.AlphaFunc(GL_GEQUAL, 0.f);
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gl_RenderState.AlphaFunc(Alpha_GEqual, 0.f);
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}
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else
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{
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gl_RenderState.AlphaFunc(GL_GEQUAL, gl_mask_sprite_threshold);
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gl_RenderState.AlphaFunc(Alpha_GEqual, gl_mask_sprite_threshold);
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}
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if (RenderStyle.BlendOp == STYLEOP_Shadow)
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@ -120,7 +120,7 @@ void FDrawInfo::DrawSprite(GLSprite *sprite, int pass)
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minalpha*=factor;
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}
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gl_RenderState.AlphaFunc(GL_GEQUAL, gl_mask_sprite_threshold);
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gl_RenderState.AlphaFunc(Alpha_GEqual, gl_mask_sprite_threshold);
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gl_RenderState.SetColor(0.2f,0.2f,0.2f,fuzzalpha, sprite->Colormap.Desaturation);
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additivefog = true;
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sprite->lightlist = nullptr; // the fuzz effect does not use the sector's light level so splitting is not needed.
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@ -182,7 +182,7 @@ void FDrawInfo::DrawSprite(GLSprite *sprite, int pass)
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{
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foglayer = true;
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// Due to the two-layer approach we need to force an alpha test that lets everything pass
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gl_RenderState.AlphaFunc(GL_GREATER, 0);
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gl_RenderState.AlphaFunc(Alpha_Greater, 0);
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}
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}
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else RenderStyle.BlendOp = STYLEOP_Fuzz; // subtractive with models is not going to work.
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@ -70,7 +70,7 @@ void FDrawInfo::RenderFogBoundary(GLWall *wall)
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SetFog(wall->lightlevel, rel, &wall->Colormap, false);
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gl_RenderState.EnableDrawBuffers(1);
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gl_RenderState.SetEffect(EFF_FOGBOUNDARY);
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gl_RenderState.AlphaFunc(GL_GEQUAL, 0.f);
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gl_RenderState.AlphaFunc(Alpha_GEqual, 0.f);
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glEnable(GL_POLYGON_OFFSET_FILL);
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glPolygonOffset(-1.0f, -128.0f);
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RenderWall(wall, GLWall::RWF_BLANK);
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@ -100,7 +100,7 @@ void FDrawInfo::RenderMirrorSurface(GLWall *wall)
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SetColor(wall->lightlevel, 0, wall->Colormap ,0.1f);
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SetFog(wall->lightlevel, 0, &wall->Colormap, true);
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gl_RenderState.BlendFunc(GL_SRC_ALPHA,GL_ONE);
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gl_RenderState.AlphaFunc(GL_GREATER,0);
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gl_RenderState.AlphaFunc(Alpha_Greater,0);
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glDepthFunc(GL_LEQUAL);
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FMaterial * pat=FMaterial::ValidateTexture(TexMan.mirrorTexture, false, false);
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@ -114,7 +114,7 @@ void FDrawInfo::RenderMirrorSurface(GLWall *wall)
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// Restore the defaults for the translucent pass
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gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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gl_RenderState.AlphaFunc(GL_GEQUAL, gl_mask_sprite_threshold);
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gl_RenderState.AlphaFunc(Alpha_GEqual, gl_mask_sprite_threshold);
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glDepthFunc(GL_LESS);
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// This is drawn in the translucent pass which is done after the decal pass
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@ -215,15 +215,15 @@ void FDrawInfo::RenderTranslucentWall(GLWall *wall)
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{
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if (wall->gltexture)
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{
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if (!wall->gltexture->tex->GetTranslucency()) gl_RenderState.AlphaFunc(GL_GEQUAL, gl_mask_threshold);
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else gl_RenderState.AlphaFunc(GL_GEQUAL, 0.f);
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if (!wall->gltexture->tex->GetTranslucency()) gl_RenderState.AlphaFunc(Alpha_GEqual, gl_mask_threshold);
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else gl_RenderState.AlphaFunc(Alpha_GEqual, 0.f);
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if (wall->RenderStyle == STYLE_Add) gl_RenderState.BlendFunc(GL_SRC_ALPHA,GL_ONE);
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RenderTexturedWall(wall, GLWall::RWF_TEXTURED | GLWall::RWF_NOSPLIT);
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if (wall->RenderStyle == STYLE_Add) gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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}
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else
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{
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gl_RenderState.AlphaFunc(GL_GEQUAL, 0.f);
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gl_RenderState.AlphaFunc(Alpha_GEqual, 0.f);
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SetColor(wall->lightlevel, 0, wall->Colormap, fabsf(wall->alpha));
|
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SetFog(wall->lightlevel, 0, &wall->Colormap, wall->RenderStyle == STYLE_Add);
|
||||
gl_RenderState.EnableTexture(false);
|
||||
|
@ -472,8 +472,8 @@ void FDrawInfo::DrawDecal(GLDecal *gldecal)
|
|||
|
||||
|
||||
// If srcalpha is one it looks better with a higher alpha threshold
|
||||
if (decal->RenderStyle.SrcAlpha == STYLEALPHA_One) gl_RenderState.AlphaFunc(GL_GEQUAL, gl_mask_sprite_threshold);
|
||||
else gl_RenderState.AlphaFunc(GL_GREATER, 0.f);
|
||||
if (decal->RenderStyle.SrcAlpha == STYLEALPHA_One) gl_RenderState.AlphaFunc(Alpha_GEqual, gl_mask_sprite_threshold);
|
||||
else gl_RenderState.AlphaFunc(Alpha_Greater, 0.f);
|
||||
|
||||
|
||||
SetColor(gldecal->lightlevel, gldecal->rellight, gldecal->Colormap, gldecal->alpha);
|
||||
|
|
|
@ -63,20 +63,20 @@ void FDrawInfo::DrawPSprite (HUDSprite *huds)
|
|||
|
||||
if (huds->mframe)
|
||||
{
|
||||
gl_RenderState.AlphaFunc(GL_GEQUAL, 0);
|
||||
gl_RenderState.AlphaFunc(Alpha_GEqual, 0);
|
||||
FGLModelRenderer renderer(this, huds->lightindex);
|
||||
renderer.RenderHUDModel(huds->weapon, huds->mx, huds->my);
|
||||
}
|
||||
else
|
||||
{
|
||||
float thresh = (huds->tex->tex->GetTranslucency() || huds->OverrideShader != -1) ? 0.f : gl_mask_sprite_threshold;
|
||||
gl_RenderState.AlphaFunc(GL_GEQUAL, thresh);
|
||||
gl_RenderState.AlphaFunc(Alpha_GEqual, thresh);
|
||||
gl_RenderState.SetMaterial(huds->tex, CLAMP_XY_NOMIP, 0, huds->OverrideShader, !!(huds->RenderStyle.Flags & STYLEF_RedIsAlpha));
|
||||
gl_RenderState.Apply();
|
||||
GLRenderer->mVBO->RenderArray(GL_TRIANGLE_STRIP, huds->mx, 4);
|
||||
}
|
||||
|
||||
gl_RenderState.AlphaFunc(GL_GEQUAL, gl_mask_sprite_threshold);
|
||||
gl_RenderState.AlphaFunc(Alpha_GEqual, gl_mask_sprite_threshold);
|
||||
gl_RenderState.SetObjectColor(0xffffffff);
|
||||
gl_RenderState.SetDynLight(0, 0, 0);
|
||||
gl_RenderState.EnableBrightmap(false);
|
||||
|
|
290
src/hwrenderer/scene/hw_renderstate.h
Normal file
290
src/hwrenderer/scene/hw_renderstate.h
Normal file
|
@ -0,0 +1,290 @@
|
|||
#pragma once
|
||||
|
||||
#include "v_palette.h"
|
||||
#include "vectors.h"
|
||||
#include "g_levellocals.h"
|
||||
#include "r_data/matrix.h"
|
||||
|
||||
struct FColormap;
|
||||
|
||||
enum EEffect
|
||||
{
|
||||
EFF_NONE = -1,
|
||||
EFF_FOGBOUNDARY,
|
||||
EFF_SPHEREMAP,
|
||||
EFF_BURN,
|
||||
EFF_STENCIL,
|
||||
|
||||
MAX_EFFECTS
|
||||
};
|
||||
|
||||
enum
|
||||
{
|
||||
Alpha_GEqual = 0,
|
||||
Alpha_Greater = 1
|
||||
};
|
||||
|
||||
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;
|
||||
}
|
||||
};
|
||||
|
||||
class FRenderState
|
||||
{
|
||||
protected:
|
||||
uint8_t mFogEnabled;
|
||||
uint8_t mTextureEnabled:1;
|
||||
uint8_t mGlowEnabled : 1;
|
||||
uint8_t mBrightmapEnabled : 1;
|
||||
uint8_t mModelMatrixEnabled : 1;
|
||||
uint8_t mTextureMatrixEnabled : 1;
|
||||
|
||||
int mLightIndex;
|
||||
int mSpecialEffect;
|
||||
int mTextureMode;
|
||||
int mDesaturation;
|
||||
int mSoftLight;
|
||||
float mLightParms[4];
|
||||
|
||||
float mAlphaThreshold;
|
||||
|
||||
FStateVec4 mNormal;
|
||||
FStateVec4 mColor;
|
||||
FStateVec4 mGlowTop, mGlowBottom;
|
||||
FStateVec4 mGlowTopPlane, mGlowBottomPlane;
|
||||
FStateVec4 mSplitTopPlane, mSplitBottomPlane;
|
||||
PalEntry mFogColor;
|
||||
PalEntry mObjectColor;
|
||||
PalEntry mObjectColor2;
|
||||
FStateVec4 mDynColor;
|
||||
|
||||
|
||||
// fixed function state
|
||||
float mBias[2];
|
||||
bool mBiasOn;
|
||||
|
||||
public:
|
||||
VSMatrix mModelMatrix;
|
||||
VSMatrix mTextureMatrix;
|
||||
|
||||
public:
|
||||
|
||||
void Reset()
|
||||
{
|
||||
mTextureEnabled = true;
|
||||
mBrightmapEnabled = mFogEnabled = mGlowEnabled = false;
|
||||
mFogColor.d = -1;
|
||||
mTextureMode = -1;
|
||||
mDesaturation = 0;
|
||||
mAlphaThreshold = 0.5f;
|
||||
mModelMatrixEnabled = false;
|
||||
mTextureMatrixEnabled = false;
|
||||
mObjectColor = 0xffffffff;
|
||||
mObjectColor2 = 0;
|
||||
mSoftLight = 0;
|
||||
mLightParms[0] = mLightParms[1] = mLightParms[2] = 0.0f;
|
||||
mLightParms[3] = -1.f;
|
||||
mSpecialEffect = EFF_NONE;
|
||||
mLightIndex = -1;
|
||||
mBiasOn = false;
|
||||
|
||||
mColor.Set(1.0f, 1.0f, 1.0f, 1.0f);
|
||||
mGlowTop.Set(0.0f, 0.0f, 0.0f, 0.0f);
|
||||
mGlowBottom.Set(0.0f, 0.0f, 0.0f, 0.0f);
|
||||
mGlowTopPlane.Set(0.0f, 0.0f, 0.0f, 0.0f);
|
||||
mGlowBottomPlane.Set(0.0f, 0.0f, 0.0f, 0.0f);
|
||||
mSplitTopPlane.Set(0.0f, 0.0f, 0.0f, 0.0f);
|
||||
mSplitBottomPlane.Set(0.0f, 0.0f, 0.0f, 0.0f);
|
||||
mDynColor.Set(0.0f, 0.0f, 0.0f, 0.0f);
|
||||
|
||||
mModelMatrix.loadIdentity();
|
||||
mTextureMatrix.loadIdentity();
|
||||
}
|
||||
|
||||
void SetNormal(FVector3 norm)
|
||||
{
|
||||
mNormal.Set(norm.X, norm.Y, norm.Z, 0.f);
|
||||
}
|
||||
|
||||
void SetNormal(float x, float y, float z)
|
||||
{
|
||||
mNormal.Set(x, y, z, 0.f);
|
||||
}
|
||||
|
||||
void SetColor(float r, float g, float b, float a = 1.f, int desat = 0)
|
||||
{
|
||||
mColor.Set(r, g, b, a);
|
||||
mDesaturation = desat;
|
||||
}
|
||||
|
||||
void SetColor(PalEntry pe, int desat = 0)
|
||||
{
|
||||
mColor.Set(pe.r / 255.f, pe.g / 255.f, pe.b / 255.f, pe.a / 255.f);
|
||||
mDesaturation = desat;
|
||||
}
|
||||
|
||||
void SetColorAlpha(PalEntry pe, float alpha = 1.f, int desat = 0)
|
||||
{
|
||||
mColor.Set(pe.r / 255.f, pe.g / 255.f, pe.b / 255.f, alpha);
|
||||
mDesaturation = desat;
|
||||
}
|
||||
|
||||
void ResetColor()
|
||||
{
|
||||
mColor.Set(1, 1, 1, 1);
|
||||
mDesaturation = 0;
|
||||
}
|
||||
|
||||
void SetTextureMode(int mode)
|
||||
{
|
||||
mTextureMode = mode;
|
||||
}
|
||||
|
||||
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)
|
||||
{
|
||||
mGlowEnabled = on;
|
||||
}
|
||||
|
||||
void EnableBrightmap(bool on)
|
||||
{
|
||||
mBrightmapEnabled = on;
|
||||
}
|
||||
|
||||
void EnableModelMatrix(bool on)
|
||||
{
|
||||
mModelMatrixEnabled = on;
|
||||
}
|
||||
|
||||
void EnableTextureMatrix(bool on)
|
||||
{
|
||||
mTextureMatrixEnabled = on;
|
||||
}
|
||||
|
||||
void SetGlowParams(float *t, float *b)
|
||||
{
|
||||
mGlowTop.Set(t[0], t[1], t[2], t[3]);
|
||||
mGlowBottom.Set(b[0], b[1], b[2], b[3]);
|
||||
}
|
||||
|
||||
void SetSoftLightLevel(int llevel, int blendfactor = 0)
|
||||
{
|
||||
if (level.lightmode == 8 && blendfactor == 0) mLightParms[3] = llevel / 255.f;
|
||||
else mLightParms[3] = -1.f;
|
||||
}
|
||||
|
||||
void SetGlowPlanes(const secplane_t &top, const secplane_t &bottom)
|
||||
{
|
||||
DVector3 tn = top.Normal();
|
||||
DVector3 bn = bottom.Normal();
|
||||
mGlowTopPlane.Set(tn.X, tn.Y, 1. / tn.Z, top.fD());
|
||||
mGlowBottomPlane.Set(bn.X, bn.Y, 1. / bn.Z, bottom.fD());
|
||||
}
|
||||
|
||||
void SetSplitPlanes(const secplane_t &top, const secplane_t &bottom)
|
||||
{
|
||||
DVector3 tn = top.Normal();
|
||||
DVector3 bn = bottom.Normal();
|
||||
mSplitTopPlane.Set(tn.X, tn.Y, 1. / tn.Z, top.fD());
|
||||
mSplitBottomPlane.Set(bn.X, bn.Y, 1. / bn.Z, bottom.fD());
|
||||
}
|
||||
|
||||
void SetDynLight(float r, float g, float b)
|
||||
{
|
||||
mDynColor.Set(r, g, b, 0);
|
||||
}
|
||||
|
||||
void SetObjectColor(PalEntry pe)
|
||||
{
|
||||
mObjectColor = pe;
|
||||
}
|
||||
|
||||
void SetObjectColor2(PalEntry pe)
|
||||
{
|
||||
mObjectColor2 = pe;
|
||||
}
|
||||
|
||||
void SetFog(PalEntry c, float d)
|
||||
{
|
||||
const float LOG2E = 1.442692f; // = 1/log(2)
|
||||
mFogColor = c;
|
||||
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 SetPlaneTextureRotation(GLSectorPlane *plane, FMaterial *texture)
|
||||
{
|
||||
if (hw_SetPlaneTextureRotation(plane, texture, mTextureMatrix))
|
||||
{
|
||||
EnableTextureMatrix(true);
|
||||
}
|
||||
}
|
||||
|
||||
void SetLightIndex(int index)
|
||||
{
|
||||
mLightIndex = index;
|
||||
}
|
||||
|
||||
|
||||
void SetDepthBias(float a, float b)
|
||||
{
|
||||
mBias[0] = a;
|
||||
mBias[1] = b;
|
||||
mBiasOn = true;
|
||||
}
|
||||
|
||||
void ClearDepthBias()
|
||||
{
|
||||
mBias[0] = 0;
|
||||
mBias[1] = 0;
|
||||
mBiasOn = false;
|
||||
}
|
||||
|
||||
void SetColor(int sectorlightlevel, int rellight, bool fullbright, const FColormap &cm, float alpha, bool weapon = false);
|
||||
void SetFog(int lightlevel, int rellight, bool fullbright, const FColormap *cmap, bool isadditive);
|
||||
|
||||
};
|
||||
|
Loading…
Reference in a new issue