#pragma once #include #include #include #include #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]; float shades[512]; // two values (addshade and mulshade for each palswap.) bool shadesdone; FHardwareTexture* paltexture; }; struct PalShade { int palindex; float mulshade, addshade; }; struct PalswapData { int32_t crc32; uint8_t swaps[256]; }; enum { PALSWAP_TEXTURE_SIZE = 2048 }; 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 palettes; TArray palswaps; FHardwareTexture* palswapTexture = nullptr; GLInstance* const inst; //OpenGLRenderer::GLDataBuffer* palswapBuffer = nullptr; unsigned FindPalette(const uint8_t* paldata); unsigned FindPalswap(const uint8_t* paldata); public: PaletteManager(GLInstance *inst_) : inst(inst_) {} ~PaletteManager(); void DeleteAll(); void SetPalette(int index, const uint8_t *data, bool transient); void SetPalswapData(int index, const uint8_t* data); void UpdatePalswaps(int w, int h); 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 }; 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 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; int lastPalswapIndex = -1; 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 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(mat)); } void SetCull(int type, int winding = Winding_CCW); void EnableStencilWrite(int value); void EnableStencilTest(int value); void DisableStencil(); 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); 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 SetPalswapData(int index, const uint8_t* data) { palmanager.SetPalswapData(index, data); } void UpdatePalswaps(int w, int h) { palmanager.UpdatePalswaps(w, h); } void SetPalswap(int index); void SetPalswapSize(float* pos) { renderState.PalswapSize[0] = pos[0]; renderState.PalswapSize[1] = pos[1]; } 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;