2013-06-23 07:49:34 +00:00
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#ifndef __GL_RENDERSTATE_H
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#define __GL_RENDERSTATE_H
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#include <string.h>
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2014-05-11 17:44:19 +00:00
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#include "gl/system/gl_interface.h"
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2013-06-23 07:49:34 +00:00
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#include "c_cvars.h"
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2014-05-10 15:09:43 +00:00
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#include "r_defs.h"
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2013-06-23 07:49:34 +00:00
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2014-05-10 19:47:07 +00:00
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class FVertexBuffer;
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2013-06-23 07:49:34 +00:00
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EXTERN_CVAR(Bool, gl_direct_state_change)
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struct FStateAttr
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{
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static int ChangeCounter;
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int mLastChange;
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FStateAttr()
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{
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mLastChange = -1;
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}
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bool operator == (const FStateAttr &other)
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{
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return mLastChange == other.mLastChange;
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}
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bool operator != (const FStateAttr &other)
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{
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return mLastChange != other.mLastChange;
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}
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};
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struct FStateVec3 : public FStateAttr
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{
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float vec[3];
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bool Update(FStateVec3 *other)
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{
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if (mLastChange != other->mLastChange)
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{
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*this = *other;
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return true;
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}
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return false;
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}
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void Set(float x, float y, float z)
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{
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vec[0] = x;
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vec[1] = z;
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vec[2] = y;
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mLastChange = ++ChangeCounter;
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}
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};
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struct FStateVec4 : public FStateAttr
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{
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float vec[4];
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bool Update(FStateVec4 *other)
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{
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if (mLastChange != other->mLastChange)
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{
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*this = *other;
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return true;
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}
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return false;
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}
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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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mLastChange = ++ChangeCounter;
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}
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};
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enum EEffect
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{
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EFF_NONE,
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EFF_FOGBOUNDARY,
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EFF_SPHEREMAP,
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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 mLightEnabled;
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bool mBrightmapEnabled;
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int mSpecialEffect;
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int mTextureMode;
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float mLightParms[2];
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int mNumLights[3];
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float *mLightData;
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int mSrcBlend, mDstBlend;
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int mAlphaFunc;
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float mAlphaThreshold;
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bool mAlphaTest;
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int mBlendEquation;
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bool m2D;
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2014-05-10 19:47:07 +00:00
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FVertexBuffer *mVertexBuffer, *mCurrentVertexBuffer;
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FStateVec4 mColor;
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2013-06-23 07:49:34 +00:00
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FStateVec3 mCameraPos;
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FStateVec4 mGlowTop, mGlowBottom;
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2014-05-10 15:09:43 +00:00
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FStateVec4 mGlowTopPlane, mGlowBottomPlane;
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2013-06-23 07:49:34 +00:00
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PalEntry mFogColor;
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2014-05-11 14:06:25 +00:00
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PalEntry mObjectColor;
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2014-05-11 14:49:17 +00:00
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PalEntry mDynColor;
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2013-06-23 07:49:34 +00:00
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float mFogDensity;
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int mEffectState;
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int mColormapState;
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float mWarpTime;
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int glSrcBlend, glDstBlend;
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int glAlphaFunc;
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float glAlphaThreshold;
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bool glAlphaTest;
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int glBlendEquation;
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bool ffTextureEnabled;
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bool ffFogEnabled;
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int ffTextureMode;
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int ffSpecialEffect;
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PalEntry ffFogColor;
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float ffFogDensity;
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bool ApplyShader();
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public:
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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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int SetupShader(bool cameratexture, int &shaderindex, int &cm, float warptime);
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void Apply(bool forcenoshader = false);
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2014-05-10 19:47:07 +00:00
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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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2014-05-11 14:06:25 +00:00
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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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glColor4fv(mColor.vec);
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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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glColor4fv(mColor.vec);
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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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2014-05-11 14:49:17 +00:00
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glColor4fv(mColor.vec);
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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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glColor4fv(mColor.vec);
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}
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2013-06-23 07:49:34 +00:00
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void SetTextureMode(int mode)
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{
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mTextureMode = mode;
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2014-05-11 17:44:19 +00:00
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gl.checkTextureMode(mode);
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2013-06-23 07:49:34 +00:00
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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 EnableLight(bool on)
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{
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mLightEnabled = 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 SetCameraPos(float x, float y, float z)
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{
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mCameraPos.Set(x,y,z);
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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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2014-05-10 15:09:43 +00:00
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void SetGlowPlanes(const secplane_t &top, const secplane_t &bottom)
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{
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mGlowTopPlane.Set(FIXED2FLOAT(top.a), FIXED2FLOAT(top.b), FIXED2FLOAT(top.ic), FIXED2FLOAT(top.d));
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mGlowBottomPlane.Set(FIXED2FLOAT(bottom.a), FIXED2FLOAT(bottom.b), FIXED2FLOAT(bottom.ic), FIXED2FLOAT(bottom.d));
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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 = PalEntry(xs_CRoundToInt(r*255), xs_CRoundToInt(g*255), xs_CRoundToInt(b*255));
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}
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void SetDynLight(PalEntry pe)
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{
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mDynColor = pe;
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}
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2014-05-11 14:54:11 +00:00
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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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2013-06-23 07:49:34 +00:00
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void SetFog(PalEntry c, float d)
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{
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mFogColor = c;
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if (d >= 0.0f) mFogDensity = d;
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}
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void SetLightParms(float f, float d)
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{
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mLightParms[0] = f;
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mLightParms[1] = d;
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}
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void SetLights(int *numlights, float *lightdata)
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{
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mNumLights[0] = numlights[0];
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mNumLights[1] = numlights[1];
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mNumLights[2] = numlights[2];
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mLightData = lightdata; // caution: the data must be preserved by the caller until the 'apply' call!
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}
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2013-12-05 14:06:10 +00:00
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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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2013-06-23 07:49:34 +00:00
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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 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 (!gl_direct_state_change)
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{
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mAlphaFunc = func;
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mAlphaThreshold = thresh;
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}
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else
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{
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::glAlphaFunc(func, thresh);
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}
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}
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void EnableAlphaTest(bool on)
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{
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if (!gl_direct_state_change)
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{
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mAlphaTest = on;
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}
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else
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{
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if (on) glEnable(GL_ALPHA_TEST);
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else glDisable(GL_ALPHA_TEST);
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}
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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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2013-09-03 16:29:39 +00:00
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::glBlendEquation(eq);
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2013-06-23 07:49:34 +00:00
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}
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}
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void Set2DMode(bool on)
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{
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m2D = on;
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}
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};
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extern FRenderState gl_RenderState;
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#endif
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