raze-gles/source/common/rendering/polyrenderer/backend/poly_renderstate.h

100 lines
2.7 KiB
C
Raw Normal View History

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