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447 lines
7.9 KiB
C++
447 lines
7.9 KiB
C++
#ifndef __GL_RENDERSTATE_H
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#define __GL_RENDERSTATE_H
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#include <string.h>
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#include "gl/system/gl_interface.h"
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#include "gl/data/gl_data.h"
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#include "gl/data/gl_matrix.h"
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#include "gl/textures/gl_material.h"
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#include "c_cvars.h"
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#include "r_defs.h"
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#include "r_data/r_translate.h"
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class FVertexBuffer;
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class FShader;
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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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class FRenderState
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{
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bool mTextureEnabled;
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bool mFogEnabled;
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bool mGlowEnabled;
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bool mSplitEnabled;
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bool mClipLineEnabled;
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bool mBrightmapEnabled;
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bool mColorMask[4];
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bool currentColorMask[4];
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int mLightIndex;
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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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int mSrcBlend, mDstBlend;
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float mAlphaThreshold;
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int mBlendEquation;
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bool mModelMatrixEnabled;
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bool mTextureMatrixEnabled;
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bool mLastDepthClamp;
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float mInterpolationFactor;
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float mClipHeight, mClipHeightDirection;
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float mShaderTimer;
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FVertexBuffer *mVertexBuffer, *mCurrentVertexBuffer;
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FStateVec4 mColor;
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FStateVec4 mCameraPos;
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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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FStateVec4 mClipLine;
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PalEntry mFogColor;
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PalEntry mObjectColor;
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FStateVec4 mDynColor;
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float mClipSplit[2];
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int mEffectState;
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int mColormapState;
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float stAlphaThreshold;
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int stSrcBlend, stDstBlend;
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bool stAlphaTest;
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int stBlendEquation;
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FShader *activeShader;
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bool ApplyShader();
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public:
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VSMatrix mProjectionMatrix;
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VSMatrix mViewMatrix;
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VSMatrix mModelMatrix;
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VSMatrix mTextureMatrix;
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FRenderState()
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{
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Reset();
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}
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void Reset();
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void SetMaterial(FMaterial *mat, int clampmode, int translation, int overrideshader, bool alphatexture)
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{
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// textures without their own palette are a special case for use as an alpha texture:
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// They use the color index directly as an alpha value instead of using the palette's red.
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// To handle this case, we need to set a special translation for such textures.
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// Without shaders this translation must be applied to any texture.
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if (alphatexture)
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{
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if (mat->tex->UseBasePalette() || gl.legacyMode) translation = TRANSLATION(TRANSLATION_Standard, 8);
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}
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mEffectState = overrideshader >= 0? overrideshader : mat->mShaderIndex;
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mShaderTimer = mat->tex->gl_info.shaderspeed;
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mat->Bind(clampmode, translation);
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}
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void Apply();
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void ApplyColorMask();
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void ApplyMatrices();
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void ApplyLightIndex(int index);
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void SetVertexBuffer(FVertexBuffer *vb)
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{
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mVertexBuffer = vb;
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}
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void ResetVertexBuffer()
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{
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// forces rebinding with the next 'apply' call.
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mCurrentVertexBuffer = NULL;
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}
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float GetClipHeight()
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{
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return mClipHeight;
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}
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float GetClipHeightDirection()
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{
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return mClipHeightDirection;
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}
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FStateVec4 &GetClipLine()
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{
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return mClipLine;
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}
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bool GetClipLineState()
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{
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return mClipLineEnabled;
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}
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void SetClipHeight(float height, float direction);
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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 GetColorMask(bool& r, bool &g, bool& b, bool& a) const
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{
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r = mColorMask[0];
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g = mColorMask[1];
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b = mColorMask[2];
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a = mColorMask[3];
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}
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void SetColorMask(bool r, bool g, bool b, bool a)
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{
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mColorMask[0] = r;
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mColorMask[1] = g;
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mColorMask[2] = b;
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mColorMask[3] = a;
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}
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void ResetColorMask()
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{
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for (int i = 0; i < 4; ++i)
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mColorMask[i] = true;
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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(bool 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 EnableSplit(bool on)
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{
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if (!(gl.flags & RFL_NO_CLIP_PLANES))
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{
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mSplitEnabled = on;
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if (on)
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{
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glEnable(GL_CLIP_DISTANCE3);
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glEnable(GL_CLIP_DISTANCE4);
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}
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else
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{
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glDisable(GL_CLIP_DISTANCE3);
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glDisable(GL_CLIP_DISTANCE4);
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}
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}
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}
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void SetClipLine(line_t *line)
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{
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mClipLine.Set(line->v1->fX(), line->v1->fY(), line->Delta().X, line->Delta().Y);
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}
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void EnableClipLine(bool on)
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{
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if (!(gl.flags & RFL_NO_CLIP_PLANES))
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{
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mClipLineEnabled = on;
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if (on)
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{
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glEnable(GL_CLIP_DISTANCE0);
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}
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else
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{
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glDisable(GL_CLIP_DISTANCE0);
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}
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}
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}
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void SetLightIndex(int n)
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{
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mLightIndex = n;
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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 SetCameraPos(float x, float y, float z)
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{
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mCameraPos.Set(x, z, y, 0);
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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 level)
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{
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if (glset.lightmode == 8) mLightParms[3] = level / 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 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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void SetFixedColormap(int cm)
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{
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mColormapState = cm;
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}
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int GetFixedColormap()
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{
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return mColormapState;
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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 SetClipSplit(float bottom, float top)
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{
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mClipSplit[0] = bottom;
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mClipSplit[1] = top;
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}
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void SetClipSplit(float *vals)
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{
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memcpy(mClipSplit, vals, 2 * sizeof(float));
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}
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void GetClipSplit(float *out)
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{
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memcpy(out, mClipSplit, 2 * sizeof(float));
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}
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void ClearClipSplit()
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{
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mClipSplit[0] = -1000000.f;
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mClipSplit[1] = 1000000.f;
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}
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void BlendFunc(int src, int dst)
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{
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if (!gl_direct_state_change)
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{
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mSrcBlend = src;
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mDstBlend = dst;
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}
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else
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{
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glBlendFunc(src, dst);
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}
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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 BlendEquation(int eq)
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{
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if (!gl_direct_state_change)
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{
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mBlendEquation = eq;
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}
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else
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{
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glBlendEquation(eq);
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}
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}
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// This wraps the depth clamp setting because we frequently need to read it which OpenGL is not particularly performant at...
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bool SetDepthClamp(bool on)
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{
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bool res = mLastDepthClamp;
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if (!on) glDisable(GL_DEPTH_CLAMP);
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else glEnable(GL_DEPTH_CLAMP);
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mLastDepthClamp = on;
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return res;
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}
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void SetInterpolationFactor(float fac)
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{
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mInterpolationFactor = fac;
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}
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float GetInterpolationFactor()
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{
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return mInterpolationFactor;
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}
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// Backwards compatibility crap follows
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void ApplyFixedFunction();
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void DrawColormapOverlay();
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};
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extern FRenderState gl_RenderState;
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#endif
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