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https://github.com/ZDoom/raze-gles.git
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100 lines
2.7 KiB
C
100 lines
2.7 KiB
C
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#pragma once
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#include "polyrenderer/backend/poly_buffers.h"
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#include "poly_triangle.h"
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#include "name.h"
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#include "hw_renderstate.h"
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#include "hw_material.h"
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struct HWViewpointUniforms;
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class PolyRenderState final : public FRenderState
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{
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public:
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PolyRenderState();
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// Draw commands
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void ClearScreen() override;
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void Draw(int dt, int index, int count, bool apply = true) override;
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void DrawIndexed(int dt, int index, int count, bool apply = true) override;
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// Immediate render state change commands. These only change infrequently and should not clutter the render state.
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bool SetDepthClamp(bool on) override;
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void SetDepthMask(bool on) override;
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void SetDepthFunc(int func) override;
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void SetDepthRange(float min, float max) override;
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void SetColorMask(bool r, bool g, bool b, bool a) override;
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void SetStencil(int offs, int op, int flags = -1) override;
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void SetCulling(int mode) override;
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void EnableClipDistance(int num, bool state) override;
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void Clear(int targets) override;
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void EnableStencil(bool on) override;
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void SetScissor(int x, int y, int w, int h) override;
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void SetViewport(int x, int y, int w, int h) override;
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void EnableDepthTest(bool on) override;
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void EnableMultisampling(bool on) override;
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void EnableLineSmooth(bool on) override;
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void EnableDrawBuffers(int count, bool apply) override;
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void SetRenderTarget(DCanvas *canvas, PolyDepthStencil *depthStencil, bool topdown);
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void Bind(PolyDataBuffer *buffer, uint32_t offset, uint32_t length);
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PolyVertexInputAssembly *GetVertexFormat(int numBindingPoints, int numAttributes, size_t stride, const FVertexBufferAttribute *attrs);
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void EndRenderPass();
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void SetColormapShader(bool enable);
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private:
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void Apply();
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void ApplyMaterial();
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void ApplyMatrices();
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struct Matrices
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{
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VSMatrix ModelMatrix;
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VSMatrix NormalModelMatrix;
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VSMatrix TextureMatrix;
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} mMatrices;
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VSMatrix mIdentityMatrix;
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bool mFirstMatrixApply = true;
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HWViewpointUniforms *mViewpointUniforms = nullptr;
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std::vector<std::unique_ptr<PolyVertexInputAssembly>> mVertexFormats;
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bool mDepthClamp = true;
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int mTempTM = TM_NORMAL;
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struct RenderTarget
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{
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DCanvas *Canvas = nullptr;
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PolyDepthStencil *DepthStencil = nullptr;
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bool TopDown = true;
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} mRenderTarget;
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struct Rect
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{
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int x = 0;
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int y = 0;
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int width = 0;
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int height = 0;
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} mScissor, mViewport;
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bool mNeedApply = true;
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bool mDepthTest = false;
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bool mDepthMask = false;
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int mDepthFunc = DF_Always;
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float mDepthRangeMin = 0.0f;
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float mDepthRangeMax = 1.0f;
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bool mStencilEnabled = false;
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int mStencilValue = 0;
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int mStencilOp = SOP_Keep;
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int mCulling = Cull_None;
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bool mColorMask[4] = { true, true, true, true };
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bool mColormapShader = false;
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PolyCommandBuffer* mDrawCommands = nullptr;
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};
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