#pragma once #include "palentry.h" #include "gl_buffers.h" #include "renderstyle.h" class PolymostShader; struct GLState; enum EMatrixType { Matrix_View, Matrix_Projection, Matrix_Model, Matrix_Detail, Matrix_Texture, // These are the only ones being used. NUMMATRICES }; enum PRSFlags { RF_ColorOnly = 1, RF_UsePalette = 2, RF_DetailMapping = 4, RF_GlowMapping = 8, RF_Brightmapping = 16, RF_NPOTEmulation = 32, RF_ShadeInterpolate = 64, 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_MULTISAMPLE = 16, STF_STENCILWRITE = 32, STF_STENCILTEST = 64, STF_CULLCW = 128, STF_CULLCCW = 256, STF_WIREFRAME = 512, STF_CLEARCOLOR = 1024, STF_CLEARDEPTH = 2048, STF_VIEWPORTSET = 4096, STF_SCISSORSET = 8192, }; struct FDepthBiasState { float mFactor; float mUnits; bool mChanged; void Reset() { mFactor = 0; mUnits = 0; mChanged = false; } }; struct PolymostRenderState { int vindex, vcount, primtype; float Shade; float NumShades = 64.f; float ShadeDiv = 62.f; float VisFactor = 128.f; int Flags = 0; float NPOTEmulationFactor = 1.f; float NPOTEmulationXOffset; float Brightness = 1.f; float AlphaThreshold = 0.5f; bool AlphaTest = true; float Color[4] = { 1,1,1,1 }; short matrixIndex[NUMMATRICES] = { 0,0,0,0,0 }; PalEntry fullscreenTint = 0xffffff, hictint = 0xffffff, hictint_overlay = 0xffffff; int hictint_flags = -1; FDepthBiasState mBias{ }; OpenGLRenderer::FHardwareTexture* PaletteTexture = nullptr, * LookupTexture = nullptr; 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; int texIds[4], samplerIds[4]; PalEntry FogColor; void Apply(PolymostShader *shader, GLState &oldstate); };