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https://github.com/ZDoom/gzdoom-gles.git
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887d35d559
- use the cleaned up decal lighting code from the first GLEW branch.
57 lines
978 B
C
57 lines
978 B
C
#ifndef R_RENDER
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#define R_RENDER
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#include "basictypes.h"
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enum RenderFlags
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{
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// [BB] Added texture compression flags.
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RFL_TEXTURE_COMPRESSION=1,
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RFL_TEXTURE_COMPRESSION_S3TC=2,
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RFL_FRAMEBUFFER = 4,
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RFL_BUFFER_STORAGE = 8,
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RFL_SHADER_STORAGE_BUFFER = 16,
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};
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enum TexMode
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{
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TM_MODULATE = 0, // (r, g, b, a)
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TM_MASK = 1, // (1, 1, 1, a)
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TM_OPAQUE = 2, // (r, g, b, 1)
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TM_INVERSE = 3, // (1-r, 1-g, 1-b, a)
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TM_REDTOALPHA = 4, // (1, 1, 1, r)
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// 4 cannot be done natively without shaders and requires special textures.
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};
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struct RenderContext
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{
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unsigned int flags;
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unsigned int maxuniforms;
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float version;
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float glslversion;
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int max_texturesize;
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char * vendorstring;
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bool needAlphaTexture;
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int MaxLights() const
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{
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return maxuniforms>=2048? 128:64;
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}
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bool hasGLSL() const
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{
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return glslversion >= 1.3f;
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}
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void checkTextureMode(int mode)
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{
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if (!hasGLSL()) needAlphaTexture = (mode == TM_REDTOALPHA);
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}
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};
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extern RenderContext gl;
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#endif
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