2019-10-05 10:28:08 +00:00
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#pragma once
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2020-01-06 01:41:47 +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 "gl_buffers.h"
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#include "renderstyle.h"
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2019-10-05 10:28:08 +00:00
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class PolymostShader;
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struct GLState;
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2020-01-03 22:38:50 +00:00
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enum EMatrixType
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{
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Matrix_View,
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Matrix_Projection,
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Matrix_ModelView,
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Matrix_Detail,
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Matrix_Texture,
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// These are the only ones being used.
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NUMMATRICES
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};
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2019-10-19 20:46:37 +00:00
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enum PRSFlags
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{
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RF_ColorOnly = 1,
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RF_UsePalette = 2,
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RF_DetailMapping = 4,
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RF_GlowMapping = 8,
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RF_Brightmapping = 16,
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RF_NPOTEmulation = 32,
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RF_ShadeInterpolate = 64,
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RF_FogDisabled = 128,
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RF_HICTINT_Grayscale = 0x10000,
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RF_HICTINT_Invert = 0x20000,
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RF_HICTINT_Colorize = 0x40000,
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RF_HICTINT_BLEND_Screen = 0x80000,
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RF_HICTINT_BLEND_Overlay = 0x100000,
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RF_HICTINT_BLEND_Hardlight = 0x200000,
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RF_HICTINT_BLENDMASK = RF_HICTINT_BLEND_Screen | RF_HICTINT_BLEND_Overlay | RF_HICTINT_BLEND_Hardlight,
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RF_HICTINT_MASK = 0x3f0000,
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STF_BLEND = 1,
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STF_COLORMASK = 2,
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STF_DEPTHMASK = 4,
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STF_DEPTHTEST = 8,
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STF_MULTISAMPLE = 16,
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STF_STENCILWRITE = 32,
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STF_STENCILTEST = 64,
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STF_CULLCW = 128,
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STF_CULLCCW = 256,
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STF_WIREFRAME = 512,
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STF_CLEARCOLOR = 1024,
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STF_CLEARDEPTH = 2048,
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STF_VIEWPORTSET = 4096,
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STF_SCISSORSET = 4096,
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};
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struct PolymostRenderState
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{
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float Shade;
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float NumShades = 64.f;
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float ShadeDiv = 62.f;
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float VisFactor = 128.f;
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int Flags = 0;
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float NPOTEmulationFactor = 1.f;
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float NPOTEmulationXOffset;
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float Brightness = 1.f;
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float AlphaThreshold = 0.5f;
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bool AlphaTest = true;
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float Color[4] = { 1,1,1,1 };
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short matrixIndex[NUMMATRICES] = { -1,-1,-1,-1,-1 };
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PalEntry fullscreenTint = 0xffffff, hictint = 0, hictint_overlay = 0xffffff;
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int hictint_flags = 0;
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int StateFlags = STF_COLORMASK|STF_DEPTHMASK;
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FRenderStyle Style{};
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int DepthFunc = 1;
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PalEntry ClearColor = 0;
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short vp_x, vp_y, vp_w, vp_h;
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short sc_x = SHRT_MIN, sc_y, sc_w, sc_h;
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int texIds[6], samplerIds[6];
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PalEntry FogColor;
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IVertexBuffer* VertexBuffer = nullptr;
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int VB_Offset[2] = {};
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IIndexBuffer* IndexBuffer = nullptr;
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void Apply(PolymostShader *shader, GLState &oldstate);
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};
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