raze-gles/source/common/rendering/hwrenderer/data/hw_renderstate.h
Christoph Oelckers 264d42179e - optimized the wall drawer a bit to avoid repeated calls to the render API's deoth bias function.
The setters in FRenderState should check if the value actually changes and the wall drawer should only call it for non-translucent wall sprites.
2021-05-21 19:07:22 +02:00

710 lines
15 KiB
C++

#pragma once
#include "vectors.h"
#include "matrix.h"
#include "hw_material.h"
#include "texmanip.h"
#include "version.h"
#include "i_interface.h"
struct FColormap;
class IVertexBuffer;
class IIndexBuffer;
enum EClearTarget
{
CT_Depth = 1,
CT_Stencil = 2,
CT_Color = 4
};
enum ERenderEffect
{
EFF_NONE = -1,
EFF_FOGBOUNDARY,
EFF_SPHEREMAP,
EFF_BURN,
EFF_STENCIL,
MAX_EFFECTS
};
enum EAlphaFunc
{
Alpha_GEqual = 0,
Alpha_Greater = 1
};
enum EDrawType
{
DT_Points = 0,
DT_Lines = 1,
DT_Triangles = 2,
DT_TriangleFan = 3,
DT_TriangleStrip = 4
};
enum EDepthFunc
{
DF_Less,
DF_LEqual,
DF_Always
};
enum EStencilFlags
{
SF_AllOn = 0,
SF_ColorMaskOff = 1,
SF_DepthMaskOff = 2,
};
enum EStencilOp
{
SOP_Keep = 0,
SOP_Increment = 1,
SOP_Decrement = 2
};
enum ECull
{
Cull_None,
Cull_CCW,
Cull_CW
};
struct FStateVec4
{
float vec[4];
void Set(float r, float g, float b, float a)
{
vec[0] = r;
vec[1] = g;
vec[2] = b;
vec[3] = a;
}
};
struct FMaterialState
{
FMaterial *mMaterial = nullptr;
int mClampMode;
int mTranslation;
int mOverrideShader;
bool mChanged;
void Reset()
{
mMaterial = nullptr;
mTranslation = 0;
mClampMode = CLAMP_NONE;
mOverrideShader = -1;
mChanged = false;
}
};
struct FDepthBiasState
{
float mFactor;
float mUnits;
bool mChanged;
void Reset()
{
mFactor = 0;
mUnits = 0;
mChanged = false;
}
};
enum EPassType
{
NORMAL_PASS,
GBUFFER_PASS,
MAX_PASS_TYPES
};
struct FVector4PalEntry
{
float r, g, b, a;
bool operator==(const FVector4PalEntry &other) const
{
return r == other.r && g == other.g && b == other.b && a == other.a;
}
bool operator!=(const FVector4PalEntry &other) const
{
return r != other.r || g != other.g || b != other.b || a != other.a;
}
FVector4PalEntry &operator=(PalEntry newvalue)
{
const float normScale = 1.0f / 255.0f;
r = newvalue.r * normScale;
g = newvalue.g * normScale;
b = newvalue.b * normScale;
a = newvalue.a * normScale;
return *this;
}
FVector4PalEntry& SetIA(PalEntry newvalue)
{
const float normScale = 1.0f / 255.0f;
r = newvalue.r * normScale;
g = newvalue.g * normScale;
b = newvalue.b * normScale;
a = newvalue.a;
return *this;
}
FVector4PalEntry& SetFlt(float v1, float v2, float v3, float v4)
{
r = v1;
g = v2;
b = v3;
a = v4;
return *this;
}
};
struct StreamData
{
FVector4PalEntry uObjectColor;
FVector4PalEntry uObjectColor2;
FVector4 uDynLightColor;
FVector4PalEntry uAddColor;
FVector4PalEntry uTextureAddColor;
FVector4PalEntry uTextureModulateColor;
FVector4PalEntry uTextureBlendColor;
FVector4PalEntry uFogColor;
float uDesaturationFactor;
float uInterpolationFactor;
float timer;
int useVertexData;
FVector4 uVertexColor;
FVector4 uVertexNormal;
FVector4 uGlowTopPlane;
FVector4 uGlowTopColor;
FVector4 uGlowBottomPlane;
FVector4 uGlowBottomColor;
FVector4 uGradientTopPlane;
FVector4 uGradientBottomPlane;
FVector4 uSplitTopPlane;
FVector4 uSplitBottomPlane;
FVector4 uDetailParms;
FVector4 uNpotEmulation;
FVector4 padding1, padding2, padding3;
};
class FRenderState
{
protected:
uint8_t mFogEnabled;
uint8_t mTextureEnabled:1;
uint8_t mGlowEnabled : 1;
uint8_t mGradientEnabled : 1;
uint8_t mModelMatrixEnabled : 1;
uint8_t mTextureMatrixEnabled : 1;
uint8_t mSplitEnabled : 1;
uint8_t mBrightmapEnabled : 1;
int mLightIndex;
int mSpecialEffect;
int mTextureMode;
int mTextureModeFlags;
int mSoftLight;
float mLightParms[4];
float mAlphaThreshold;
float mClipSplit[2];
StreamData mStreamData = {};
PalEntry mFogColor;
FRenderStyle mRenderStyle;
FMaterialState mMaterial;
FDepthBiasState mBias;
IVertexBuffer *mVertexBuffer;
int mVertexOffsets[2]; // one per binding point
IIndexBuffer *mIndexBuffer;
EPassType mPassType = NORMAL_PASS;
public:
uint64_t firstFrame = 0;
VSMatrix mModelMatrix;
VSMatrix mTextureMatrix;
public:
void Reset()
{
mTextureEnabled = true;
mBrightmapEnabled = mGradientEnabled = mFogEnabled = mGlowEnabled = false;
mFogColor = 0xffffffff;
mStreamData.uFogColor = mFogColor;
mTextureMode = -1;
mTextureModeFlags = 0;
mStreamData.uDesaturationFactor = 0.0f;
mAlphaThreshold = 0.5f;
mModelMatrixEnabled = false;
mTextureMatrixEnabled = false;
mSplitEnabled = false;
mStreamData.uAddColor = 0;
mStreamData.uObjectColor = 0xffffffff;
mStreamData.uObjectColor2 = 0;
mStreamData.uTextureBlendColor = 0;
mStreamData.uTextureAddColor = 0;
mStreamData.uTextureModulateColor = 0;
mSoftLight = 0;
mLightParms[0] = mLightParms[1] = mLightParms[2] = 0.0f;
mLightParms[3] = -1.f;
mSpecialEffect = EFF_NONE;
mLightIndex = -1;
mStreamData.uInterpolationFactor = 0;
mRenderStyle = DefaultRenderStyle();
mMaterial.Reset();
mBias.Reset();
mPassType = NORMAL_PASS;
mVertexBuffer = nullptr;
mVertexOffsets[0] = mVertexOffsets[1] = 0;
mIndexBuffer = nullptr;
mStreamData.uVertexColor = { 1.0f, 1.0f, 1.0f, 1.0f };
mStreamData.uGlowTopColor = { 0.0f, 0.0f, 0.0f, 0.0f };
mStreamData.uGlowBottomColor = { 0.0f, 0.0f, 0.0f, 0.0f };
mStreamData.uGlowTopPlane = { 0.0f, 0.0f, 0.0f, 0.0f };
mStreamData.uGlowBottomPlane = { 0.0f, 0.0f, 0.0f, 0.0f };
mStreamData.uGradientTopPlane = { 0.0f, 0.0f, 0.0f, 0.0f };
mStreamData.uGradientBottomPlane = { 0.0f, 0.0f, 0.0f, 0.0f };
mStreamData.uSplitTopPlane = { 0.0f, 0.0f, 0.0f, 0.0f };
mStreamData.uSplitBottomPlane = { 0.0f, 0.0f, 0.0f, 0.0f };
mStreamData.uDynLightColor = { 0.0f, 0.0f, 0.0f, 1.0f };
mStreamData.uDetailParms = { 0.0f, 0.0f, 0.0f, 0.0f };
#ifdef NPOT_EMULATION
mStreamData.uNpotEmulation = { 0,0,0,0 };
#endif
mModelMatrix.loadIdentity();
mTextureMatrix.loadIdentity();
ClearClipSplit();
}
void SetNormal(FVector3 norm)
{
mStreamData.uVertexNormal = { norm.X, norm.Y, norm.Z, 0.f };
}
void SetNormal(float x, float y, float z)
{
mStreamData.uVertexNormal = { x, y, z, 0.f };
}
void SetColor(float r, float g, float b, float a = 1.f, int desat = 0)
{
mStreamData.uVertexColor = { r, g, b, a };
mStreamData.uDesaturationFactor = desat * (1.0f / 255.0f);
}
void SetColor(PalEntry pe, int desat = 0)
{
const float scale = 1.0f / 255.0f;
mStreamData.uVertexColor = { pe.r * scale, pe.g * scale, pe.b * scale, pe.a * scale };
mStreamData.uDesaturationFactor = desat * (1.0f / 255.0f);
}
void SetColorAlpha(PalEntry pe, float alpha = 1.f, int desat = 0)
{
const float scale = 1.0f / 255.0f;
mStreamData.uVertexColor = { pe.r * scale, pe.g * scale, pe.b * scale, alpha };
mStreamData.uDesaturationFactor = desat * (1.0f / 255.0f);
}
void ResetColor()
{
mStreamData.uVertexColor = { 1.0f, 1.0f, 1.0f, 1.0f };
mStreamData.uDesaturationFactor = 0.0f;
}
void SetTextureMode(int mode)
{
mTextureMode = mode;
}
void SetTextureMode(FRenderStyle style)
{
if (style.Flags & STYLEF_RedIsAlpha)
{
SetTextureMode(TM_ALPHATEXTURE);
}
else if (style.Flags & STYLEF_ColorIsFixed)
{
SetTextureMode(TM_STENCIL);
}
else if (style.Flags & STYLEF_InvertSource)
{
SetTextureMode(TM_INVERSE);
}
}
int GetTextureMode()
{
return mTextureMode;
}
void EnableTexture(bool on)
{
mTextureEnabled = on;
}
void EnableFog(uint8_t on)
{
mFogEnabled = on;
}
void SetEffect(int eff)
{
mSpecialEffect = eff;
}
void EnableGlow(bool on)
{
if (mGlowEnabled && !on)
{
mStreamData.uGlowTopColor = { 0.0f, 0.0f, 0.0f, 0.0f };
mStreamData.uGlowBottomColor = { 0.0f, 0.0f, 0.0f, 0.0f };
}
mGlowEnabled = on;
}
void EnableGradient(bool on)
{
mGradientEnabled = on;
}
void EnableBrightmap(bool on)
{
mBrightmapEnabled = on;
}
void EnableSplit(bool on)
{
if (mSplitEnabled && !on)
{
mStreamData.uSplitTopPlane = { 0.0f, 0.0f, 0.0f, 0.0f };
mStreamData.uSplitBottomPlane = { 0.0f, 0.0f, 0.0f, 0.0f };
}
mSplitEnabled = on;
}
void EnableModelMatrix(bool on)
{
mModelMatrixEnabled = on;
}
void EnableTextureMatrix(bool on)
{
mTextureMatrixEnabled = on;
}
void SetGlowParams(float *t, float *b)
{
mStreamData.uGlowTopColor = { t[0], t[1], t[2], t[3] };
mStreamData.uGlowBottomColor = { b[0], b[1], b[2], b[3] };
}
void SetSoftLightLevel(int llevel, int blendfactor = 0)
{
if (blendfactor == 0) mLightParms[3] = llevel / 255.f;
else mLightParms[3] = -1.f;
}
void SetNoSoftLightLevel()
{
mLightParms[3] = -1.f;
}
void SetGlowPlanes(const FVector4 &tp, const FVector4& bp)
{
mStreamData.uGlowTopPlane = tp;
mStreamData.uGlowBottomPlane = bp;
}
void SetGradientPlanes(const FVector4& tp, const FVector4& bp)
{
mStreamData.uGradientTopPlane = tp;
mStreamData.uGradientBottomPlane = bp;
}
void SetSplitPlanes(const FVector4& tp, const FVector4& bp)
{
mStreamData.uSplitTopPlane = tp;
mStreamData.uSplitBottomPlane = bp;
}
void SetDetailParms(float xscale, float yscale, float bias)
{
mStreamData.uDetailParms = { xscale, yscale, bias, 0 };
}
void SetDynLight(float r, float g, float b)
{
mStreamData.uDynLightColor.X = r;
mStreamData.uDynLightColor.Y = g;
mStreamData.uDynLightColor.Z = b;
}
void SetScreenFade(float f)
{
// This component is otherwise unused.
mStreamData.uDynLightColor.W = f;
}
void SetObjectColor(PalEntry pe)
{
mStreamData.uObjectColor = pe;
}
void SetObjectColor2(PalEntry pe)
{
mStreamData.uObjectColor2 = pe;
}
void SetAddColor(PalEntry pe)
{
mStreamData.uAddColor = pe;
}
void SetNpotEmulation(float factor, float offset)
{
#ifdef NPOT_EMULATION
mStreamData.uNpotEmulation = { offset, factor, 0, 0 };
#endif
}
void ApplyTextureManipulation(TextureManipulation* texfx)
{
if (!texfx || texfx->AddColor.a == 0)
{
mStreamData.uTextureAddColor.a = 0; // we only need to set the flags to 0
}
else
{
// set up the whole thing
mStreamData.uTextureAddColor.SetIA(texfx->AddColor);
auto pe = texfx->ModulateColor;
mStreamData.uTextureModulateColor.SetFlt(pe.r * pe.a / 255.f, pe.g * pe.a / 255.f, pe.b * pe.a / 255.f, texfx->DesaturationFactor);
mStreamData.uTextureBlendColor = texfx->BlendColor;
}
}
void SetTextureColors(float* modColor, float* addColor, float* blendColor)
{
mStreamData.uTextureAddColor.SetFlt(addColor[0], addColor[1], addColor[2], addColor[3]);
mStreamData.uTextureModulateColor.SetFlt(modColor[0], modColor[1], modColor[2], modColor[3]);
mStreamData.uTextureBlendColor.SetFlt(blendColor[0], blendColor[1], blendColor[2], blendColor[3]);
}
void SetFog(PalEntry c, float d)
{
const float LOG2E = 1.442692f; // = 1/log(2)
mFogColor = c;
mStreamData.uFogColor = mFogColor;
if (d >= 0.0f) mLightParms[2] = d * (-LOG2E / 64000.f);
}
void SetLightParms(float f, float d)
{
mLightParms[1] = f;
mLightParms[0] = d;
}
PalEntry GetFogColor() const
{
return mFogColor;
}
void AlphaFunc(int func, float thresh)
{
if (func == Alpha_Greater) mAlphaThreshold = thresh;
else mAlphaThreshold = thresh - 0.001f;
}
void SetLightIndex(int index)
{
mLightIndex = index;
}
void SetRenderStyle(FRenderStyle rs)
{
mRenderStyle = rs;
}
void SetRenderStyle(ERenderStyle rs)
{
mRenderStyle = rs;
}
auto GetDepthBias()
{
return mBias;
}
void SetDepthBias(float a, float b)
{
mBias.mChanged = mBias.mFactor != a || mBias.mUnits != b;
mBias.mFactor = a;
mBias.mUnits = b;
}
void SetDepthBias(FDepthBiasState& bias)
{
SetDepthBias(bias.mFactor, bias.mUnits);
}
void ClearDepthBias()
{
mBias.mChanged = mBias.mFactor != 0 || mBias.mUnits != 0;
mBias.mFactor = 0;
mBias.mUnits = 0;
}
private:
void SetMaterial(FMaterial *mat, int clampmode, int translation, int overrideshader)
{
mMaterial.mMaterial = mat;
mMaterial.mClampMode = clampmode;
mMaterial.mTranslation = translation;
mMaterial.mOverrideShader = overrideshader;
mMaterial.mChanged = true;
mTextureModeFlags = mat->GetLayerFlags();
auto scale = mat->GetDetailScale();
mStreamData.uDetailParms = { scale.X, scale.Y, 2, 0 };
}
public:
void SetMaterial(FGameTexture* tex, EUpscaleFlags upscalemask, int scaleflags, int clampmode, int translation, int overrideshader)
{
if (!sysCallbacks.PreBindTexture || !sysCallbacks.PreBindTexture(this, tex, upscalemask, scaleflags, clampmode, translation, overrideshader))
{
if (shouldUpscale(tex, upscalemask)) scaleflags |= CTF_Upscale;
}
auto mat = FMaterial::ValidateTexture(tex, scaleflags);
assert(mat);
SetMaterial(mat, clampmode, translation, overrideshader);
}
void SetClipSplit(float bottom, float top)
{
mClipSplit[0] = bottom;
mClipSplit[1] = top;
}
void SetClipSplit(float *vals)
{
memcpy(mClipSplit, vals, 2 * sizeof(float));
}
void GetClipSplit(float *out)
{
memcpy(out, mClipSplit, 2 * sizeof(float));
}
void ClearClipSplit()
{
mClipSplit[0] = -1000000.f;
mClipSplit[1] = 1000000.f;
}
void SetVertexBuffer(IVertexBuffer *vb, int offset0, int offset1)
{
assert(vb);
mVertexBuffer = vb;
mVertexOffsets[0] = offset0;
mVertexOffsets[1] = offset1;
}
void SetIndexBuffer(IIndexBuffer *ib)
{
mIndexBuffer = ib;
}
template <class T> void SetVertexBuffer(T *buffer)
{
auto ptrs = buffer->GetBufferObjects();
SetVertexBuffer(ptrs.first, 0, 0);
SetIndexBuffer(ptrs.second);
}
void SetInterpolationFactor(float fac)
{
mStreamData.uInterpolationFactor = fac;
}
float GetInterpolationFactor()
{
return mStreamData.uInterpolationFactor;
}
void EnableDrawBufferAttachments(bool on) // Used by fog boundary drawer
{
EnableDrawBuffers(on ? GetPassDrawBufferCount() : 1);
}
int GetPassDrawBufferCount()
{
return mPassType == GBUFFER_PASS ? 3 : 1;
}
void SetPassType(EPassType passType)
{
mPassType = passType;
}
EPassType GetPassType()
{
return mPassType;
}
// API-dependent render interface
// Draw commands
virtual void ClearScreen() = 0;
virtual void Draw(int dt, int index, int count, bool apply = true) = 0;
virtual void DrawIndexed(int dt, int index, int count, bool apply = true) = 0;
// Immediate render state change commands. These only change infrequently and should not clutter the render state.
virtual bool SetDepthClamp(bool on) = 0; // Deactivated only by skyboxes.
virtual void SetDepthMask(bool on) = 0; // Used by decals and indirectly by portal setup.
virtual void SetDepthFunc(int func) = 0; // Used by models, portals and mirror surfaces.
virtual void SetDepthRange(float min, float max) = 0; // Used by portal setup.
virtual void SetColorMask(bool r, bool g, bool b, bool a) = 0; // Used by portals.
virtual void SetStencil(int offs, int op, int flags=-1) = 0; // Used by portal setup and render hacks.
virtual void SetCulling(int mode) = 0; // Used by model drawer only.
virtual void EnableClipDistance(int num, bool state) = 0; // Use by sprite sorter for vertical splits.
virtual void Clear(int targets) = 0; // not used during normal rendering
virtual void EnableStencil(bool on) = 0; // always on for 3D, always off for 2D
virtual void SetScissor(int x, int y, int w, int h) = 0; // constant for 3D, changes for 2D
virtual void SetViewport(int x, int y, int w, int h) = 0; // constant for all 3D and all 2D
virtual void EnableDepthTest(bool on) = 0; // used by 2D, portals and render hacks.
virtual void EnableMultisampling(bool on) = 0; // only active for 2D
virtual void EnableLineSmooth(bool on) = 0; // constant setting for each 2D drawer operation
virtual void EnableDrawBuffers(int count, bool apply = false) = 0; // Used by SSAO and EnableDrawBufferAttachments
void SetColorMask(bool on)
{
SetColorMask(on, on, on, on);
}
};