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 "matrix.h"
class FSamplerManager;
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_Projection,
Matrix_ModelView,
Matrix_Texture0,
Matrix_Texture1,
Matrix_Texture2,
Matrix_Texture3,
Matrix_Texture4,
Matrix_Texture5,
Matrix_Texture6,
Matrix_Texture7,
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
};
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;
VSMatrix matrices[NUMMATRICES];
public:
FSamplerManager *mSamplers;
void Init();
void InitGLState(int fogmode, int multisample);
void Deinit();
static int GetTexDimension(int value)
{
//if (value > gl.max_texturesize) return gl.max_texturesize;
return value;
}
std::pair<size_t, BaseVertex *> AllocVertices(size_t num);
void Draw(EDrawType type, size_t start, size_t count);
int GetTextureID();
FHardwareTexture* NewTexture();
void BindTexture(int texunit, FHardwareTexture *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);
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);
};
extern GLInstance GLInterface;