#ifndef __GL_RENDERSTATE_H #define __GL_RENDERSTATE_H #include #include "c_cvars.h" #include "r_defs.h" EXTERN_CVAR(Bool, gl_direct_state_change) struct FStateAttr { static int ChangeCounter; int mLastChange; FStateAttr() { mLastChange = -1; } bool operator == (const FStateAttr &other) { return mLastChange == other.mLastChange; } bool operator != (const FStateAttr &other) { return mLastChange != other.mLastChange; } }; struct FStateVec3 : public FStateAttr { float vec[3]; bool Update(FStateVec3 *other) { if (mLastChange != other->mLastChange) { *this = *other; return true; } return false; } void Set(float x, float y, float z) { vec[0] = x; vec[1] = z; vec[2] = y; mLastChange = ++ChangeCounter; } }; struct FStateVec4 : public FStateAttr { float vec[4]; bool Update(FStateVec4 *other) { if (mLastChange != other->mLastChange) { *this = *other; return true; } return false; } void Set(float r, float g, float b, float a) { vec[0] = r; vec[1] = g; vec[2] = b; vec[3] = a; mLastChange = ++ChangeCounter; } }; enum EEffect { EFF_NONE, EFF_FOGBOUNDARY, EFF_SPHEREMAP, }; class FRenderState { bool mTextureEnabled; bool mFogEnabled; bool mGlowEnabled; bool mLightEnabled; bool mBrightmapEnabled; int mSpecialEffect; int mTextureMode; float mDynLight[3]; float mLightParms[2]; int mNumLights[3]; float *mLightData; int mSrcBlend, mDstBlend; int mAlphaFunc; float mAlphaThreshold; bool mAlphaTest; int mBlendEquation; bool m2D; FStateVec3 mCameraPos; FStateVec4 mGlowTop, mGlowBottom; FStateVec4 mGlowTopPlane, mGlowBottomPlane; PalEntry mFogColor; float mFogDensity; int mEffectState; int mColormapState; float mWarpTime; int glSrcBlend, glDstBlend; int glAlphaFunc; float glAlphaThreshold; bool glAlphaTest; int glBlendEquation; bool ffTextureEnabled; bool ffFogEnabled; int ffTextureMode; int ffSpecialEffect; PalEntry ffFogColor; float ffFogDensity; bool ApplyShader(); public: FRenderState() { Reset(); } void Reset(); int SetupShader(bool cameratexture, int &shaderindex, int &cm, float warptime); void Apply(bool forcenoshader = false); void SetTextureMode(int mode) { mTextureMode = mode; } void EnableTexture(bool on) { mTextureEnabled = on; } void EnableFog(bool on) { mFogEnabled = on; } void SetEffect(int eff) { mSpecialEffect = eff; } void EnableGlow(bool on) { mGlowEnabled = on; } void EnableLight(bool on) { mLightEnabled = on; } void EnableBrightmap(bool on) { mBrightmapEnabled = on; } void SetCameraPos(float x, float y, float z) { mCameraPos.Set(x,y,z); } 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 SetGlowPlanes(const secplane_t &top, const secplane_t &bottom) { mGlowTopPlane.Set(FIXED2FLOAT(top.a), FIXED2FLOAT(top.b), FIXED2FLOAT(top.ic), FIXED2FLOAT(top.d)); mGlowBottomPlane.Set(FIXED2FLOAT(bottom.a), FIXED2FLOAT(bottom.b), FIXED2FLOAT(bottom.ic), FIXED2FLOAT(bottom.d)); } void SetDynLight(float r, float g, float b) { mDynLight[0] = r; mDynLight[1] = g; mDynLight[2] = b; } void SetFog(PalEntry c, float d) { mFogColor = c; if (d >= 0.0f) mFogDensity = d; } void SetLightParms(float f, float d) { mLightParms[0] = f; mLightParms[1] = d; } void SetLights(int *numlights, float *lightdata) { mNumLights[0] = numlights[0]; mNumLights[1] = numlights[1]; mNumLights[2] = numlights[2]; mLightData = lightdata; // caution: the data must be preserved by the caller until the 'apply' call! } void SetFixedColormap(int cm) { mColormapState = cm; } PalEntry GetFogColor() const { return mFogColor; } void BlendFunc(int src, int dst) { if (!gl_direct_state_change) { mSrcBlend = src; mDstBlend = dst; } else { glBlendFunc(src, dst); } } void AlphaFunc(int func, float thresh) { if (!gl_direct_state_change) { mAlphaFunc = func; mAlphaThreshold = thresh; } else { ::glAlphaFunc(func, thresh); } } void EnableAlphaTest(bool on) { if (!gl_direct_state_change) { mAlphaTest = on; } else { if (on) glEnable(GL_ALPHA_TEST); else glDisable(GL_ALPHA_TEST); } } void BlendEquation(int eq) { if (!gl_direct_state_change) { mBlendEquation = eq; } else { ::glBlendEquation(eq); } } void Set2DMode(bool on) { m2D = on; } }; extern FRenderState gl_RenderState; #endif