#pragma once #include "palentry.h" #include "gl_buffers.h" #include "renderstyle.h" struct GLState; class FMaterial; enum EMatrixType { Matrix_Model, // These are the only ones being used. NUMMATRICES }; enum PRSFlags { RF_ColorOnly = 1, RF_FogDisabled = 128, RF_MapFog = 256, // RRRA E2L1. RF_TINT_Grayscale = 0x10000, RF_TINT_Invert = 0x20000, RF_TINT_Colorize = 0x40000, RF_TINT_BLEND_Screen = 0x80000, RF_TINT_BLEND_Overlay = 0x100000, RF_TINT_BLEND_Hardlight = 0x200000, RF_TINT_BLENDMASK = RF_TINT_BLEND_Screen | RF_TINT_BLEND_Overlay | RF_TINT_BLEND_Hardlight, RF_TINT_MASK = 0x3f0000, STF_BLEND = 1, STF_COLORMASK = 2, STF_DEPTHMASK = 4, STF_DEPTHTEST = 8, STF_STENCILWRITE = 32, STF_STENCILTEST = 64, STF_CULLCW = 128, STF_CULLCCW = 256, STF_CLEARCOLOR = 1024, STF_CLEARDEPTH = 2048, STF_VIEWPORTSET = 4096, STF_SCISSORSET = 8192, }; struct PolymostTextureState { FGameTexture* mTexture = nullptr; EUpscaleFlags uFlags; int mScaleFlags; int mClampMode; int mTranslation; int mOverrideShader; bool mChanged; void Reset() { mTexture = nullptr; uFlags = UF_None; mScaleFlags = 0; mTranslation = 0; mClampMode = CLAMP_NONE; mOverrideShader = -1; mChanged = false; } }; struct PolymostRenderState { int vindex, vcount, primtype; int Shade; float ShadeDiv = 62.f; float VisFactor = 128.f; int Flags = 0; int TextureMode = TM_NORMAL; FVector2 NPOTEmulation = { 0.f, 0.f }; float AlphaThreshold = 0.5f; bool AlphaTest = true; float Color[4] = { 1,1,1,1 }; short matrixIndex[NUMMATRICES] = { -1 }; FDepthBiasState mBias{ }; PolymostTextureState mMaterial; int StateFlags = STF_COLORMASK|STF_DEPTHMASK; FRenderStyle Style{}; int DepthFunc = 1; PalEntry ClearColor = 0; short vp_x, vp_y, vp_w, vp_h; short sc_x = SHRT_MIN, sc_y, sc_w, sc_h; PalEntry FogColor; void Apply(FRenderState & state, GLState& oldState); };