2019-09-16 17:35:04 +00:00
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#pragma once
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#include <stdlib.h>
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#include <algorithm>
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2019-09-16 20:56:48 +00:00
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#include <vector>
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2019-09-17 17:03:42 +00:00
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#include <map>
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2019-09-16 21:28:26 +00:00
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#include "gl_samplers.h"
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2019-09-17 17:03:42 +00:00
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#include "gl_hwtexture.h"
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2019-10-05 10:28:08 +00:00
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#include "gl_renderstate.h"
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2019-10-04 16:12:03 +00:00
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#include "matrix.h"
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2019-10-06 17:32:35 +00:00
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#include "palentry.h"
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2019-11-05 22:35:38 +00:00
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#include "renderstyle.h"
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2019-09-16 20:56:48 +00:00
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2019-10-05 10:28:08 +00:00
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class FShader;
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class PolymostShader;
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class SurfaceShader;
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class FGameTexture;
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class GLInstance;
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class F2DDrawer;
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struct palette_t;
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2020-01-02 22:56:35 +00:00
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extern int xdim, ydim;
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enum ESampler
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{
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NoSampler = -1,
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SamplerRepeat = CLAMP_NONE,
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SamplerClampX = CLAMP_X,
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SamplerClampY = CLAMP_Y,
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SamplerClampXY = CLAMP_XY,
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Sampler2DFiltered = CLAMP_XY_NOMIP, // Currently unused shpuld be used for 2D content
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SamplerNoFilterRepeat = CLAMP_NOFILTER,
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SamplerNoFilterClampX = CLAMP_NOFILTER_X,
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SamplerNoFilterClampY = CLAMP_NOFILTER_Y,
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SamplerNoFilterClampXY = CLAMP_NOFILTER_XY,
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};
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2019-10-06 22:07:45 +00:00
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enum
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{
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PALSWAP_TEXTURE_SIZE = 2048
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};
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class PaletteManager
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{
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OpenGLRenderer::FHardwareTexture* palettetextures[256] = {};
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OpenGLRenderer::FHardwareTexture* palswaptextures[256] = {};
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2020-05-24 22:31:05 +00:00
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2019-10-06 19:15:53 +00:00
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uint32_t lastindex = ~0u;
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uint32_t lastsindex = ~0u;
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GLInstance* const inst;
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//OpenGLRenderer::GLDataBuffer* palswapBuffer = nullptr;
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2019-11-10 20:11:17 +00:00
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unsigned FindPalswap(const uint8_t* paldata, palette_t& fadecolor);
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public:
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PaletteManager(GLInstance *inst_) : inst(inst_)
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{}
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~PaletteManager();
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void DeleteAll();
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void BindPalette(int index);
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void BindPalswap(int index);
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};
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2019-10-04 19:13:04 +00:00
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struct glinfo_t {
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float maxanisotropy;
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};
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enum EDrawType
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{
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DT_TRIANGLES,
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DT_TRIANGLE_STRIP,
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DT_TRIANGLE_FAN,
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DT_LINES
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};
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enum ECull
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{
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Cull_None,
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Cull_Front,
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Cull_Back
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};
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enum EDepthFunc
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{
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Depth_Always,
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Depth_Less,
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Depth_Equal,
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Depth_LessEqual
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};
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enum EWinding
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{
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Winding_CCW,
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Winding_CW
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};
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2019-11-07 19:31:16 +00:00
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struct ImDrawData;
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struct palette_t;
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2019-12-31 21:53:03 +00:00
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extern float shadediv[256];
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2020-01-05 11:56:32 +00:00
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enum
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{
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MAX_TEXTURES = 4, /*15*/ // slot 15 is used internally and not available. - The renderer uses only 5, though.
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};
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2020-01-03 09:09:38 +00:00
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struct GLState
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{
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int Flags = STF_COLORMASK | STF_DEPTHMASK;
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FRenderStyle Style{};
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int DepthFunc = -1;
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int TexId[MAX_TEXTURES] = {}, SamplerId[MAX_TEXTURES] = {};
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};
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class GLInstance
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{
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TArray<PolymostRenderState> rendercommands;
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int maxTextureSize;
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PaletteManager palmanager;
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int lastPalswapIndex = -1;
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OpenGLRenderer::FHardwareTexture* texv;
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FGameTexture* currentTexture = nullptr;
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int MatrixChange = 0;
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// Cached GL state.
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GLState lastState;
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2020-01-04 08:54:47 +00:00
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float mProjectionM5 = 1.0f; // needed by ssao
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PolymostRenderState renderState;
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FShader* activeShader;
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PolymostShader* polymostShader;
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SurfaceShader* surfaceShader;
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2019-09-16 17:35:04 +00:00
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public:
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2019-10-04 19:13:04 +00:00
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glinfo_t glinfo;
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2019-11-07 19:31:16 +00:00
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void Init(int y);
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void InitGLState(int fogmode, int multisample);
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void LoadPolymostShader();
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void Draw2D(F2DDrawer* drawer);
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void DrawImGui(ImDrawData*);
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void ResetFrame();
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void Deinit();
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static int GetTexDimension(int value)
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{
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//if (value > gl.max_texturesize) return gl.max_texturesize;
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return value;
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}
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GLInstance();
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void Draw(EDrawType type, size_t start, size_t count);
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void DoDraw();
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void DrawElement(EDrawType type, size_t start, size_t count, PolymostRenderState& renderState);
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2020-05-28 23:03:01 +00:00
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OpenGLRenderer::FHardwareTexture* NewTexture(int numchannels = 4);
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2019-12-25 13:13:15 +00:00
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2020-01-18 21:41:08 +00:00
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void SetVertexBuffer(IVertexBuffer* vb, int offset1, int offset2);
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void SetIndexBuffer(IIndexBuffer* vb);
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2020-01-18 12:23:01 +00:00
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void ClearBufferState();
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2019-12-26 16:42:45 +00:00
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2020-01-04 08:54:47 +00:00
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float GetProjectionM5() { return mProjectionM5; }
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2020-01-19 13:08:48 +00:00
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int SetMatrix(int num, const VSMatrix *mat );
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int SetMatrix(int num, const float *mat)
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{
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return SetMatrix(num, reinterpret_cast<const VSMatrix*>(mat));
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}
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int SetIdentityMatrix(int num)
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{
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auto r = renderState.matrixIndex[num];
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renderState.matrixIndex[num] = 0;
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return r;
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}
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void RestoreMatrix(int num, int index)
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{
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renderState.matrixIndex[num] = index;
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2020-01-03 22:38:50 +00:00
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}
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2019-10-04 16:44:16 +00:00
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2019-10-05 10:28:08 +00:00
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void SetPolymostShader();
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2019-10-05 11:09:15 +00:00
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void SetSurfaceShader();
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2019-10-06 19:15:53 +00:00
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void SetPalette(int palette);
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2020-01-03 22:38:50 +00:00
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2019-10-04 19:13:04 +00:00
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void ReadPixels(int w, int h, uint8_t* buffer);
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2019-10-05 10:28:08 +00:00
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2020-02-06 17:43:27 +00:00
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void SetDepthBias(float a, float b)
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{
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renderState.mBias.mFactor = a;
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renderState.mBias.mUnits = b;
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renderState.mBias.mChanged = true;
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}
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void ClearDepthBias()
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{
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renderState.mBias.mFactor = 0;
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renderState.mBias.mUnits = 0;
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renderState.mBias.mChanged = true;
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}
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2019-10-06 22:07:45 +00:00
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void SetPalswap(int index);
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2019-10-05 10:28:08 +00:00
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int GetClamp()
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{
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2019-10-19 20:46:37 +00:00
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return 0;// int(renderState.Clamp[0] + 2 * renderState.Clamp[1]);
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2019-10-05 10:28:08 +00:00
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}
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void SetClamp(int clamp)
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{
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2019-10-19 20:46:37 +00:00
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// This option is totally pointless and should be removed.
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//renderState.Clamp[0] = clamp & 1;
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//renderState.Clamp[1] = !!(clamp & 2);
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2019-10-05 10:28:08 +00:00
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}
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void SetShade(int32_t shade, int numshades)
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{
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renderState.Shade = shade;
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renderState.NumShades = numshades;
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2019-10-19 23:14:48 +00:00
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}
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2019-10-05 10:28:08 +00:00
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void SetVisibility(float visibility, float fviewingrange)
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{
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2019-10-19 23:14:48 +00:00
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renderState.VisFactor = visibility* fviewingrange* (1.f / (64.f * 65536.f));
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2019-10-05 10:28:08 +00:00
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}
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2020-01-02 22:22:59 +00:00
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void EnableBlend(bool on)
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{
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if (on) renderState.StateFlags |= STF_BLEND;
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else renderState.StateFlags &= ~STF_BLEND;
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}
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void EnableDepthTest(bool on)
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{
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if (on) renderState.StateFlags |= STF_DEPTHTEST;
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else renderState.StateFlags &= ~STF_DEPTHTEST;
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}
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void EnableMultisampling(bool on)
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{
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if (on) renderState.StateFlags |= STF_MULTISAMPLE;
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else renderState.StateFlags &= ~STF_MULTISAMPLE;
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}
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void EnableStencilWrite(int value)
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{
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renderState.StateFlags |= STF_STENCILWRITE;
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renderState.StateFlags &= ~STF_STENCILTEST;
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}
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void EnableStencilTest(int value)
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{
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renderState.StateFlags &= ~STF_STENCILWRITE;
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renderState.StateFlags |= STF_STENCILTEST;
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}
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void DisableStencil()
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{
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renderState.StateFlags &= ~(STF_STENCILWRITE | STF_STENCILTEST);
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}
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void SetCull(int type, int winding = Winding_CW)
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{
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renderState.StateFlags &= ~(STF_CULLCCW | STF_CULLCW);
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if (type != Cull_None)
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{
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if (winding == Winding_CW) renderState.StateFlags |= STF_CULLCW;
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else renderState.StateFlags |= STF_CULLCCW;
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}
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}
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void SetColorMask(bool on)
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{
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if (on) renderState.StateFlags |= STF_COLORMASK;
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else renderState.StateFlags &= ~STF_COLORMASK;
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}
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void SetDepthMask(bool on)
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{
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if (on) renderState.StateFlags |= STF_DEPTHMASK;
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else renderState.StateFlags &= ~STF_DEPTHMASK;
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}
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void SetWireframe(bool on)
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{
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if (on) renderState.StateFlags |= STF_WIREFRAME;
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else renderState.StateFlags &= ~STF_WIREFRAME;
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}
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2020-01-02 22:56:35 +00:00
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void ClearScreen(PalEntry pe, bool depth)
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{
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renderState.ClearColor = pe;
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renderState.StateFlags |= STF_CLEARCOLOR;
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if (depth) renderState.StateFlags |= STF_CLEARDEPTH;
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}
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2020-01-03 09:48:01 +00:00
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void SetViewport(int x, int y, int w, int h)
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{
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renderState.vp_x = (short)x;
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renderState.vp_y = (short)y;
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renderState.vp_w = (short)w;
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renderState.vp_h = (short)h;
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renderState.StateFlags |= STF_VIEWPORTSET;
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}
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void SetScissor(int x1, int y1, int x2, int y2)
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{
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renderState.sc_x = (short)x1;
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renderState.sc_y = (short)y1;
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renderState.sc_w = (short)x2;
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renderState.sc_h = (short)y2;
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renderState.StateFlags |= STF_SCISSORSET;
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}
|
|
|
|
|
|
|
|
void DisableScissor()
|
|
|
|
{
|
2020-01-05 09:21:34 +00:00
|
|
|
renderState.sc_x = SHRT_MIN;
|
2020-01-03 09:48:01 +00:00
|
|
|
renderState.StateFlags |= STF_SCISSORSET;
|
|
|
|
}
|
|
|
|
|
2020-01-03 10:43:44 +00:00
|
|
|
void SetDepthFunc(int func)
|
|
|
|
{
|
|
|
|
renderState.DepthFunc = func;
|
|
|
|
}
|
|
|
|
|
2020-01-03 09:48:01 +00:00
|
|
|
|
2020-01-02 22:56:35 +00:00
|
|
|
void ClearScreen(PalEntry pe)
|
|
|
|
{
|
|
|
|
//twod->Clear();
|
|
|
|
SetViewport(0, 0, xdim, ydim);
|
|
|
|
ClearScreen(pe, false);
|
|
|
|
}
|
|
|
|
|
|
|
|
void ClearDepth()
|
|
|
|
{
|
|
|
|
renderState.StateFlags |= STF_CLEARDEPTH;
|
|
|
|
}
|
2020-01-02 22:22:59 +00:00
|
|
|
|
2020-01-03 09:09:38 +00:00
|
|
|
void SetRenderStyle(FRenderStyle style)
|
|
|
|
{
|
|
|
|
renderState.Style = style;
|
|
|
|
}
|
|
|
|
|
2020-01-03 10:43:44 +00:00
|
|
|
void SetColor(float r, float g, float b, float a = 1.f)
|
|
|
|
{
|
|
|
|
renderState.Color[0] = r;
|
|
|
|
renderState.Color[1] = g;
|
|
|
|
renderState.Color[2] = b;
|
|
|
|
renderState.Color[3] = a;
|
|
|
|
}
|
|
|
|
void SetColorub(uint8_t r, uint8_t g, uint8_t b, uint8_t a = 255)
|
|
|
|
{
|
|
|
|
SetColor(r * (1 / 255.f), g * (1 / 255.f), b * (1 / 255.f), a * (1 / 255.f));
|
|
|
|
}
|
|
|
|
|
2020-05-28 23:03:01 +00:00
|
|
|
void BindTexture(int texunit, OpenGLRenderer::FHardwareTexture* tex, int sampler)
|
2020-01-04 22:58:26 +00:00
|
|
|
{
|
|
|
|
if (!tex) return;
|
|
|
|
if (texunit == 0)
|
|
|
|
{
|
2020-05-28 23:03:01 +00:00
|
|
|
if (tex->numChannels() == 1)
|
|
|
|
renderState.Flags |= RF_UsePalette;
|
|
|
|
else
|
|
|
|
renderState.Flags &= ~RF_UsePalette;
|
2020-01-04 22:58:26 +00:00
|
|
|
}
|
|
|
|
renderState.texIds[texunit] = tex->GetTextureHandle();
|
2020-05-28 19:45:33 +00:00
|
|
|
renderState.samplerIds[texunit] = sampler;
|
2020-01-04 22:58:26 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
void UnbindTexture(int texunit)
|
|
|
|
{
|
|
|
|
renderState.texIds[texunit] = 0;
|
|
|
|
renderState.samplerIds[texunit] = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
void UnbindAllTextures()
|
|
|
|
{
|
|
|
|
for (int texunit = 0; texunit < MAX_TEXTURES; texunit++)
|
|
|
|
{
|
|
|
|
UnbindTexture(texunit);
|
|
|
|
}
|
|
|
|
}
|
2020-01-03 10:43:44 +00:00
|
|
|
|
2019-10-19 20:46:37 +00:00
|
|
|
void UseColorOnly(bool yes)
|
|
|
|
{
|
|
|
|
if (yes) renderState.Flags |= RF_ColorOnly;
|
|
|
|
else renderState.Flags &= ~RF_ColorOnly;
|
|
|
|
}
|
|
|
|
|
|
|
|
void UseDetailMapping(bool yes)
|
|
|
|
{
|
|
|
|
if (yes) renderState.Flags |= RF_DetailMapping;
|
|
|
|
else renderState.Flags &= ~RF_DetailMapping;
|
|
|
|
}
|
|
|
|
|
|
|
|
void UseGlowMapping(bool yes)
|
2019-10-05 10:28:08 +00:00
|
|
|
{
|
2019-10-19 20:46:37 +00:00
|
|
|
if (yes) renderState.Flags |= RF_GlowMapping;
|
|
|
|
else renderState.Flags &= ~RF_GlowMapping;
|
2019-10-05 10:28:08 +00:00
|
|
|
}
|
|
|
|
|
2019-10-19 20:46:37 +00:00
|
|
|
void UseBrightmaps(bool yes)
|
2019-10-05 10:28:08 +00:00
|
|
|
{
|
2019-10-19 20:46:37 +00:00
|
|
|
if (yes) renderState.Flags |= RF_Brightmapping;
|
|
|
|
else renderState.Flags &= ~RF_Brightmapping;
|
2019-10-05 10:28:08 +00:00
|
|
|
}
|
|
|
|
|
2019-10-19 20:46:37 +00:00
|
|
|
void SetNpotEmulation(bool yes, float factor, float xOffset)
|
2019-10-05 10:28:08 +00:00
|
|
|
{
|
2019-10-19 20:46:37 +00:00
|
|
|
if (yes)
|
|
|
|
{
|
|
|
|
renderState.Flags |= RF_NPOTEmulation;
|
|
|
|
renderState.NPOTEmulationFactor = factor;
|
|
|
|
renderState.NPOTEmulationXOffset = xOffset;
|
|
|
|
}
|
|
|
|
else renderState.Flags &= ~RF_NPOTEmulation;
|
2019-10-05 10:28:08 +00:00
|
|
|
}
|
|
|
|
|
2019-10-19 20:46:37 +00:00
|
|
|
void SetShadeInterpolate(int32_t yes)
|
2019-10-05 10:28:08 +00:00
|
|
|
{
|
2019-10-19 20:46:37 +00:00
|
|
|
if (yes) renderState.Flags |= RF_ShadeInterpolate;
|
|
|
|
else renderState.Flags &= ~RF_ShadeInterpolate;
|
2019-10-05 10:28:08 +00:00
|
|
|
}
|
|
|
|
|
2019-10-19 20:46:37 +00:00
|
|
|
void SetFadeColor(PalEntry color)
|
|
|
|
{
|
|
|
|
renderState.FogColor = color;
|
|
|
|
};
|
|
|
|
|
|
|
|
void SetFadeDisable(bool yes)
|
2019-10-05 10:28:08 +00:00
|
|
|
{
|
2019-10-19 22:45:47 +00:00
|
|
|
if (yes) renderState.Flags |= RF_FogDisabled;
|
2019-10-19 20:46:37 +00:00
|
|
|
else renderState.Flags &= ~RF_FogDisabled;
|
2019-10-05 10:28:08 +00:00
|
|
|
}
|
|
|
|
|
2020-04-11 22:21:35 +00:00
|
|
|
// Hack...
|
|
|
|
bool useMapFog = false;
|
|
|
|
|
|
|
|
void SetMapFog(bool yes)
|
|
|
|
{
|
|
|
|
useMapFog = yes;
|
|
|
|
}
|
|
|
|
|
|
|
|
void applyMapFog()
|
|
|
|
{
|
|
|
|
if (useMapFog) renderState.Flags |= RF_MapFog;
|
|
|
|
else renderState.Flags &= ~RF_MapFog;
|
|
|
|
}
|
|
|
|
|
|
|
|
void clearMapFog()
|
|
|
|
{
|
|
|
|
renderState.Flags &= ~RF_MapFog;
|
|
|
|
}
|
|
|
|
|
|
|
|
void SetBrightness(int brightness)
|
2019-10-05 10:28:08 +00:00
|
|
|
{
|
|
|
|
renderState.Brightness = 8.f / (brightness + 8.f);
|
|
|
|
}
|
2019-10-06 10:42:35 +00:00
|
|
|
|
2020-01-11 21:18:06 +00:00
|
|
|
void SetTinting(int flags, PalEntry color, PalEntry overlayColor)
|
2019-10-09 22:07:45 +00:00
|
|
|
{
|
2020-01-11 21:18:06 +00:00
|
|
|
renderState.hictint = color;
|
|
|
|
renderState.hictint_overlay = overlayColor;
|
|
|
|
renderState.hictint_flags = flags;
|
2019-10-09 22:07:45 +00:00
|
|
|
}
|
2019-10-17 18:29:58 +00:00
|
|
|
|
|
|
|
void SetBasepalTint(PalEntry color)
|
|
|
|
{
|
2020-01-11 21:18:06 +00:00
|
|
|
renderState.fullscreenTint = color;
|
2019-10-17 18:29:58 +00:00
|
|
|
}
|
2019-11-05 22:35:38 +00:00
|
|
|
|
2019-11-10 09:01:31 +00:00
|
|
|
void EnableAlphaTest(bool on)
|
|
|
|
{
|
|
|
|
renderState.AlphaTest = on;
|
|
|
|
}
|
|
|
|
|
|
|
|
void SetAlphaThreshold(float al)
|
|
|
|
{
|
|
|
|
renderState.AlphaThreshold = al;
|
|
|
|
}
|
|
|
|
|
2020-05-29 13:55:08 +00:00
|
|
|
OpenGLRenderer::FHardwareTexture *LoadTexture(FTexture* tex, int texturetype, int palid);
|
2019-10-18 12:04:32 +00:00
|
|
|
|
2020-05-30 18:55:29 +00:00
|
|
|
void SetPaletteTexture(OpenGLRenderer::FHardwareTexture* tex)
|
|
|
|
{
|
|
|
|
renderState.PaletteTexture = tex;
|
|
|
|
}
|
|
|
|
|
|
|
|
void SetLookupTexture(OpenGLRenderer::FHardwareTexture* tex)
|
|
|
|
{
|
|
|
|
renderState.LookupTexture = tex;
|
|
|
|
}
|
|
|
|
|
2020-05-29 22:30:56 +00:00
|
|
|
bool SetTexture(int globalpicnum, FGameTexture* tex, int palette, int method, int sampleroverride);
|
2019-09-16 17:35:04 +00:00
|
|
|
};
|
|
|
|
|
2019-10-04 16:12:03 +00:00
|
|
|
extern GLInstance GLInterface;
|