raze-gles/source/glbackend/glbackend.h

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#pragma once
#include <stdlib.h>
#include <algorithm>
#include <vector>
#include <map>
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#include "gl_samplers.h"
#include "gl_hwtexture.h"
#include "gl_renderstate.h"
#include "matrix.h"
#include "palentry.h"
class FSamplerManager;
class FShader;
class PolymostShader;
class SurfaceShader;
class FTexture;
class GLInstance;
struct PaletteData
{
int32_t crc32;
PalEntry colors[256];
FHardwareTexture* paltexture;
};
class PaletteManager
{
// The current engine limit is 256 palettes and 256 palswaps.
uint32_t palettemap[256] = {};
uint32_t palswapmap[256] = {};
uint32_t lastindex = ~0u;
// Keep the short lived movie palettes out of the palette list for ease of maintenance.
// Since it is transient this doesn't need to be preserved if it changes, unlike the other palettes which need to be preserved as references for the texture management.
PaletteData transientpalette = { -1 };
// All data is being stored in contiguous blocks that can be used as uniform buffers as-is.
TArray<PaletteData> palettes;
TArray<uint8_t> palswaps;
GLInstance* const inst;
//OpenGLRenderer::GLDataBuffer* palswapBuffer = nullptr;
unsigned FindPalette(const uint8_t* paldata);
public:
PaletteManager(GLInstance *inst_) : inst(inst_)
{}
~PaletteManager();
void DeleteAll();
void SetPalette(int index, const uint8_t *data, bool transient);
void AddPalswap(const uint8_t* data);
void BindPalette(int index);
};
struct glinfo_t {
const char* vendor;
const char* renderer;
const char* version;
const char* extensions;
float maxanisotropy;
char bufferstorage;
char dumped;
};
struct BaseVertex
{
float x, y, z;
float u, v;
void SetVertex(float _x, float _y, float _z = 0)
{
x = _x;
y = _y;
z = _z;
}
void SetTexCoord(float _u = 0, float _v = 0)
{
u = _u;
v = _v;
}
void Set(float _x, float _y, float _z = 0, float _u = 0, float _v = 0)
{
x = _x;
y = _y;
z = _z;
u = _u;
v = _v;
}
};
enum EDrawType
{
DT_TRIANGLES,
DT_TRIANGLE_STRIP,
DT_TRIANGLE_FAN,
DT_QUADS,
DT_LINES
};
enum EMatrixType
{
Matrix_View,
Matrix_Projection,
Matrix_ModelView,
Matrix_Detail,
Matrix_Glow,
// These are the only ones being used.
NUMMATRICES
};
enum ECull
{
Cull_None,
Cull_Front,
Cull_Back
};
enum EDepthFunc
{
Depth_Always,
Depth_Less,
Depth_Equal,
Depth_LessEqual
};
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enum ERenderAlpha
{
STYLEALPHA_Zero, // Blend factor is 0.0
STYLEALPHA_One, // Blend factor is 1.0
STYLEALPHA_Src, // Blend factor is alpha
STYLEALPHA_InvSrc, // Blend factor is 1.0 - alpha
STYLEALPHA_SrcCol, // Blend factor is color (HWR only)
STYLEALPHA_InvSrcCol, // Blend factor is 1.0 - color (HWR only)
STYLEALPHA_DstCol, // Blend factor is dest. color (HWR only)
STYLEALPHA_InvDstCol, // Blend factor is 1.0 - dest. color (HWR only)
STYLEALPHA_Dst, // Blend factor is dest. alpha
STYLEALPHA_InvDst, // Blend factor is 1.0 - dest. alpha
STYLEALPHA_MAX
};
enum ERenderOp
{
STYLEOP_Add, // Add source to destination
STYLEOP_Sub, // Subtract source from destination
STYLEOP_RevSub, // Subtract destination from source
};
enum EWinding
{
Winding_CCW,
Winding_CW
};
class GLInstance
{
enum
{
MAX_TEXTURES = 15, // slot 15 is used internally and not available.
THCACHESIZE = 200,
};
std::vector<BaseVertex> Buffer; // cheap-ass implementation. The primary purpose is to get the GL accesses out of polymost.cpp, not writing something performant right away.
unsigned int LastBoundTextures[MAX_TEXTURES];
unsigned TextureHandleCache[THCACHESIZE];
int currentindex = THCACHESIZE;
int maxTextureSize;
PaletteManager palmanager;
VSMatrix matrices[NUMMATRICES];
PolymostRenderState renderState;
FShader* activeShader;
PolymostShader* polymostShader;
SurfaceShader* surfaceShader;
FShader* vpxShader;
public:
glinfo_t glinfo;
FSamplerManager *mSamplers;
void Init();
void InitGLState(int fogmode, int multisample);
void LoadPolymostShader();
void LoadSurfaceShader();
void LoadVPXShader();
void Deinit();
static int GetTexDimension(int value)
{
//if (value > gl.max_texturesize) return gl.max_texturesize;
return value;
}
GLInstance();
std::pair<size_t, BaseVertex *> AllocVertices(size_t num);
void Draw(EDrawType type, size_t start, size_t count);
int GetTextureID();
FHardwareTexture* NewTexture();
FGameTexture* NewTexture(const char *name, bool hightile);
void BindTexture(int texunit, FHardwareTexture *texid, int sampler = NoSampler);
void BindTexture(int texunit, FGameTexture* texid, int sampler = NoSampler);
void UnbindTexture(int texunit);
void UnbindAllTextures();
void EnableBlend(bool on);
void EnableAlphaTest(bool on);
void EnableDepthTest(bool on);
const VSMatrix &GetMatrix(int num)
{
return matrices[num];
}
void SetMatrix(int num, const VSMatrix *mat );
void SetMatrix(int num, const float *mat)
{
SetMatrix(num, reinterpret_cast<const VSMatrix*>(mat));
}
void SetCull(int type, int winding = Winding_CCW);
void EnableStencilWrite(int value);
void EnableStencilTest(int value);
void DisableStencil();
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void SetColor(float r, float g, float b, float a = 1.f);
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));
}
void SetDepthFunc(int func);
void SetFogLinear(float* color, float start, float end);
void SetFogExp2(float* color, float coefficient);
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void SetColorMask(bool on);
void SetDepthMask(bool on);
void SetBlendFunc(int src, int dst);
void SetBlendOp(int op);
void ClearScreen(float r, float g, float b, bool depth);
void ClearDepth();
void SetViewport(int x, int y, int w, int h);
void SetAlphaThreshold(float al);
void SetWireframe(bool on);
void SetPolymostShader();
void SetSurfaceShader();
void SetVPXShader();
void SetPalette(int palette);
void ReadPixels(int w, int h, uint8_t* buffer);
void SetPaletteData(int index, const uint8_t* data, bool transient)
{
palmanager.SetPalette(index, data, transient);
}
void SetPalswap(uint32_t index)
{
renderState.PalSwapIndex = index;
}
int GetClamp()
{
return int(renderState.Clamp[0] + 2*renderState.Clamp[1]);
}
void SetClamp(int clamp)
{
renderState.Clamp[0] = clamp & 1;
renderState.Clamp[1] = !!(clamp & 2);
}
void SetShade(int32_t shade, int numshades)
{
renderState.Shade = shade;
renderState.NumShades = numshades;
}
void SetVisibility(float visibility, float fviewingrange)
{
renderState.VisFactor = visibility * fviewingrange * (1.f / (64.f * 65536.f));
}
void SetFogEnabled(bool fogEnabled)
{
renderState.FogEnabled = fogEnabled;
}
void UseColorOnly(bool useColorOnly)
{
renderState.UseColorOnly = useColorOnly;
}
void UsePaletteIndexing(bool usePaletteIndexing)
{
renderState.UsePalette = usePaletteIndexing;
}
void UseDetailMapping(bool useDetailMapping)
{
renderState.UseDetailMapping = useDetailMapping;
}
void UseGlowMapping(bool useGlowMapping)
{
renderState.UseGlowMapping = useGlowMapping;
}
void SetNpotEmulation(bool npotEmulation, float factor, float xOffset)
{
renderState.NPOTEmulation = npotEmulation;
renderState.NPOTEmulationFactor = factor;
renderState.NPOTEmulationXOffset = xOffset;
}
void SetShadeInterpolate(int32_t shadeInterpolate)
{
renderState.ShadeInterpolate = shadeInterpolate;
}
void SetBrightness(int brightness)
{
renderState.Brightness = 8.f / (brightness + 8.f);
}
FTexture *GetTexture(const char *filename);
};
extern GLInstance GLInterface;