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cae710bd59
Not only is this a deprecated feature - it also does not work right when complex lighting is at play, it must be done in the shader to get proper results.
47 lines
1 KiB
C++
47 lines
1 KiB
C++
#pragma once
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#include "PalEntry.h"
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#include "gl_buffers.h"
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class PolymostShader;
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enum PRSFlags
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{
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RF_ColorOnly = 1,
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RF_UsePalette = 2,
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RF_DetailMapping = 4,
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RF_GlowMapping = 8,
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RF_Brightmapping = 16,
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RF_NPOTEmulation = 32,
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RF_ShadeInterpolate = 64,
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RF_FogDisabled = 128,
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RF_HICTINT_Grayscale = 0x10000,
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RF_HICTINT_Invert = 0x20000,
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RF_HICTINT_Colorize = 0x40000,
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RF_HICTINT_BLEND_Screen = 0x80000,
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RF_HICTINT_BLEND_Overlay = 0x100000,
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RF_HICTINT_BLEND_Hardlight = 0x200000,
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RF_HICTINT_BLENDMASK = RF_HICTINT_BLEND_Screen | RF_HICTINT_BLEND_Overlay | RF_HICTINT_BLEND_Hardlight,
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};
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struct PolymostRenderState
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{
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float Shade;
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float NumShades = 64.f;
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float ShadeDiv = 62.f;
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float VisFactor = 128.f;
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int Flags = 0;
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float NPOTEmulationFactor = 1.f;
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float NPOTEmulationXOffset;
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float Brightness = 1.f;
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float AlphaThreshold = 0.5f;
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bool AlphaTest = true;
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PalEntry FogColor;
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IVertexBuffer* VertexBuffer = nullptr;
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int VB_Offset[2] = {};
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IIndexBuffer* IndexBuffer = nullptr;
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void Apply(PolymostShader *shader);
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};
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