raze-gles/source/glbackend/pm_renderstate.h
Christoph Oelckers 3163e4a799 - check for invalid tiles being passed to the 2D renderer.
Since mods can actually replace valid tiles with invalid ones, the low level render code needs to check this case.
2021-01-27 23:52:40 +01:00

93 lines
1.9 KiB
C++

#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;
bool Apply(FRenderState & state, GLState& oldState);
};