mirror of
https://github.com/ZDoom/raze-gles.git
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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.
434 lines
9.6 KiB
C++
434 lines
9.6 KiB
C++
#pragma once
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#include <stdlib.h>
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#include <algorithm>
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#include <vector>
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#include <map>
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#include "gl_samplers.h"
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#include "gl_hwtexture.h"
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#include "gl_renderstate.h"
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#include "matrix.h"
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#include "palentry.h"
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#include "renderstyle.h"
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class FSamplerManager;
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class FShader;
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class PolymostShader;
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class SurfaceShader;
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class FTexture;
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class GLInstance;
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class F2DDrawer;
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struct PaletteData
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{
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int32_t crc32;
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PalEntry colors[256];
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bool shadesdone;
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int whiteindex, blackindex;
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FHardwareTexture* paltexture;
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};
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struct PalShade
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{
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int palindex;
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float mulshade, addshade;
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};
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struct PalswapData
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{
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int32_t crc32;
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const uint8_t *lookup; // points to the original data. This is static so no need to copy
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FHardwareTexture* swaptexture;
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PalEntry fadeColor;
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};
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enum
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{
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PALSWAP_TEXTURE_SIZE = 2048
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};
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class PaletteManager
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{
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// The current engine limit is 256 palettes and 256 palswaps.
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uint32_t palettemap[256] = {};
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uint32_t palswapmap[256] = {};
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float addshade[256] = {};
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float mulshade[256] = {};
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uint32_t lastindex = ~0u;
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uint32_t lastsindex = ~0u;
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int numshades = 1;
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// All data is being stored in contiguous blocks that can be used as uniform buffers as-is.
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TArray<PaletteData> palettes;
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TArray<PalswapData> palswaps;
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TMap<int, int> swappedpalmap;
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FHardwareTexture* palswapTexture = nullptr;
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GLInstance* const inst;
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//OpenGLRenderer::GLDataBuffer* palswapBuffer = nullptr;
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unsigned FindPalswap(const uint8_t* paldata);
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public:
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PaletteManager(GLInstance *inst_) : inst(inst_)
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{}
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~PaletteManager();
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void DeleteAll();
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void DeleteAllTextures();
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void SetPalette(int index, const uint8_t *data);
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void SetPalswapData(int index, const uint8_t* data, int numshades);
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void BindPalette(int index);
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void BindPalswap(int index);
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int ActivePalswap() const { return lastsindex; }
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int LookupPalette(int palette, int palswap, bool brightmap);
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const PalEntry *GetPaletteData(int palid) const { return palettes[palid].colors; }
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unsigned FindPalette(const uint8_t* paldata);
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};
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struct glinfo_t {
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const char* vendor;
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const char* renderer;
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const char* version;
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const char* extensions;
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float maxanisotropy;
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char bufferstorage;
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char dumped;
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};
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struct BaseVertex
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{
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float x, y, z;
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float u, v;
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void SetVertex(float _x, float _y, float _z = 0)
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{
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x = _x;
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y = _y;
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z = _z;
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}
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void SetTexCoord(float _u = 0, float _v = 0)
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{
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u = _u;
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v = _v;
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}
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void Set(float _x, float _y, float _z = 0, float _u = 0, float _v = 0)
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{
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x = _x;
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y = _y;
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z = _z;
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u = _u;
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v = _v;
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}
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};
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enum EDrawType
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{
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DT_TRIANGLES,
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DT_TRIANGLE_STRIP,
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DT_TRIANGLE_FAN,
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DT_QUADS,
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DT_LINES
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};
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enum EMatrixType
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{
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Matrix_View,
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Matrix_Projection,
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Matrix_ModelView,
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Matrix_Detail,
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Matrix_Texture,
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// These are the only ones being used.
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NUMMATRICES
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};
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enum ECull
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{
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Cull_None,
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Cull_Front,
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Cull_Back
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};
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enum EDepthFunc
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{
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Depth_Always,
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Depth_Less,
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Depth_Equal,
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Depth_LessEqual
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};
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enum EWinding
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{
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Winding_CCW,
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Winding_CW
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};
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enum ETexType
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{
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TT_INDEXED,
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TT_TRUECOLOR,
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TT_HICREPLACE,
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TT_BRIGHTMAP
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};
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struct ImDrawData;
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class GLInstance
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{
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enum
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{
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MAX_TEXTURES = 15, // slot 15 is used internally and not available.
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THCACHESIZE = 200,
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};
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std::vector<BaseVertex> Buffer; // cheap-ass implementation. The primary purpose is to get the GL accesses out of polymost.cpp, not writing something performant right away.
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unsigned int LastBoundTextures[MAX_TEXTURES];
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unsigned TextureHandleCache[THCACHESIZE];
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int currentindex = THCACHESIZE;
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int maxTextureSize;
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PaletteManager palmanager;
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int lastPalswapIndex = -1;
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FHardwareTexture* texv;
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FTexture* currentTexture = nullptr;
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int TextureType;
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int MatrixChange = 0;
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IVertexBuffer* LastVertexBuffer = nullptr;
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int LastVB_Offset[2] = {};
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IIndexBuffer* LastIndexBuffer = nullptr;
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VSMatrix matrices[NUMMATRICES];
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PolymostRenderState renderState;
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FShader* activeShader;
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PolymostShader* polymostShader;
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SurfaceShader* surfaceShader;
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FShader* vpxShader;
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public:
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glinfo_t glinfo;
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FSamplerManager *mSamplers;
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void Init(int y);
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void InitGLState(int fogmode, int multisample);
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void LoadPolymostShader();
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void LoadSurfaceShader();
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void LoadVPXShader();
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void Draw2D(F2DDrawer* drawer);
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void DrawImGui(ImDrawData*);
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void Deinit();
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static int GetTexDimension(int value)
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{
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//if (value > gl.max_texturesize) return gl.max_texturesize;
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return value;
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}
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GLInstance();
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std::pair<size_t, BaseVertex *> AllocVertices(size_t num);
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void Draw(EDrawType type, size_t start, size_t count);
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int GetTextureID();
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FHardwareTexture* NewTexture();
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void BindTexture(int texunit, FHardwareTexture *texid, int sampler = NoSampler);
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void UnbindTexture(int texunit);
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void UnbindAllTextures();
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void EnableBlend(bool on);
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void EnableDepthTest(bool on);
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void EnableMultisampling(bool on);
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void SetVertexBuffer(IVertexBuffer* vb, int offset1, int offset2)
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{
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renderState.VertexBuffer = vb;
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renderState.VB_Offset[0] = offset1;
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renderState.VB_Offset[1] = offset2;
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}
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void SetIndexBuffer(IIndexBuffer* vb)
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{
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renderState.IndexBuffer = vb;
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}
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const VSMatrix &GetMatrix(int num)
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{
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return matrices[num];
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}
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void SetMatrix(int num, const VSMatrix *mat );
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void SetMatrix(int num, const float *mat)
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{
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SetMatrix(num, reinterpret_cast<const VSMatrix*>(mat));
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}
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void SetCull(int type, int winding = Winding_CCW);
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void EnableStencilWrite(int value);
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void EnableStencilTest(int value);
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void DisableStencil();
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void SetColor(float r, float g, float b, float a = 1.f);
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void SetColorub(uint8_t r, uint8_t g, uint8_t b, uint8_t a = 255)
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{
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SetColor(r * (1 / 255.f), g * (1 / 255.f), b * (1 / 255.f), a * (1 / 255.f));
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}
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void SetDepthFunc(int func);
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void SetColorMask(bool on);
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void SetDepthMask(bool on);
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void SetBlendFunc(int src, int dst);
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void SetBlendOp(int op);
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void ClearScreen(float r, float g, float b, bool depth);
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void ClearDepth();
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void SetViewport(int x, int y, int w, int h);
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void SetWireframe(bool on);
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void SetPolymostShader();
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void SetSurfaceShader();
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void SetVPXShader();
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void SetPalette(int palette);
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bool ApplyTextureProps(FTexture *tex, int pal);
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void RestoreTextureProps();
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void ReadPixels(int w, int h, uint8_t* buffer);
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void SetPaletteData(int index, const uint8_t* data)
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{
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palmanager.SetPalette(index, data);
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}
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void SetPalswapData(int index, const uint8_t* data, int numshades)
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{
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palmanager.SetPalswapData(index, data, numshades);
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}
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void SetPalswap(int index);
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int GetClamp()
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{
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return 0;// int(renderState.Clamp[0] + 2 * renderState.Clamp[1]);
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}
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void SetClamp(int clamp)
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{
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// This option is totally pointless and should be removed.
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//renderState.Clamp[0] = clamp & 1;
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//renderState.Clamp[1] = !!(clamp & 2);
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}
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void SetShade(int32_t shade, int numshades)
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{
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renderState.Shade = shade;
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renderState.NumShades = numshades;
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}
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void SetShadeDiv(int value)
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{
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renderState.ShadeDiv = 1.f / value; // There's 3 values here: Blood uses 62 with numShades = 64, Ion Fury uses 30 with NumShades = 32, the other games use 26 with NumShades = 32.
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}
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void SetVisibility(float visibility, float fviewingrange)
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{
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renderState.VisFactor = visibility* fviewingrange* (1.f / (64.f * 65536.f));
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}
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void UseColorOnly(bool yes)
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{
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if (yes) renderState.Flags |= RF_ColorOnly;
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else renderState.Flags &= ~RF_ColorOnly;
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}
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void UseDetailMapping(bool yes)
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{
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if (yes) renderState.Flags |= RF_DetailMapping;
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else renderState.Flags &= ~RF_DetailMapping;
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}
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void UseGlowMapping(bool yes)
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{
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if (yes) renderState.Flags |= RF_GlowMapping;
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else renderState.Flags &= ~RF_GlowMapping;
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}
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void UseBrightmaps(bool yes)
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{
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if (yes) renderState.Flags |= RF_Brightmapping;
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else renderState.Flags &= ~RF_Brightmapping;
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}
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void SetNpotEmulation(bool yes, float factor, float xOffset)
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{
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if (yes)
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{
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renderState.Flags |= RF_NPOTEmulation;
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renderState.NPOTEmulationFactor = factor;
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renderState.NPOTEmulationXOffset = xOffset;
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}
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else renderState.Flags &= ~RF_NPOTEmulation;
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}
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void SetShadeInterpolate(int32_t yes)
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{
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if (yes) renderState.Flags |= RF_ShadeInterpolate;
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else renderState.Flags &= ~RF_ShadeInterpolate;
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}
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void SetFadeColor(PalEntry color)
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{
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renderState.FogColor = color;
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};
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void SetFadeDisable(bool yes)
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{
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if (yes) renderState.Flags |= RF_FogDisabled;
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else renderState.Flags &= ~RF_FogDisabled;
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}
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void SetBrightness(int brightness)
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{
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renderState.Brightness = 8.f / (brightness + 8.f);
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}
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void SetTinting(int flags, PalEntry color, PalEntry modulateColor)
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{
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// not yet implemented.
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}
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void SetBasepalTint(PalEntry color)
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{
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// not yet implemented - only relevant for hires replacements.
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}
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int GetPaletteIndex(PalEntry* palette)
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{
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return palmanager.FindPalette((uint8_t*)palette);
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}
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void EnableAlphaTest(bool on)
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{
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renderState.AlphaTest = on;
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}
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void SetAlphaThreshold(float al)
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{
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renderState.AlphaThreshold = al;
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}
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FHardwareTexture* CreateIndexedTexture(FTexture* tex);
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FHardwareTexture* CreateTrueColorTexture(FTexture* tex, int palid, bool checkfulltransparency = false, bool rgb8bit = false);
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FHardwareTexture *LoadTexture(FTexture* tex, int texturetype, int palid);
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bool SetTextureInternal(int globalpicnum, FTexture* tex, int palette, int method, int sampleroverride, float xpanning, float ypanning, FTexture *det, float detscale, FTexture *glow);
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bool SetNamedTexture(FTexture* tex, int palette, int sampleroverride);
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bool SetTexture(int globalpicnum, FTexture* tex, int palette, int method, int sampleroverride)
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{
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return SetTextureInternal(globalpicnum, tex, palette, method, sampleroverride, 0, 0, nullptr, 1, nullptr);
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}
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bool SetModelTexture(FTexture *tex, int palette, float xpanning, float ypanning, FTexture *det, float detscale, FTexture *glow)
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{
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return SetTextureInternal(-1, tex, palette, 8/*DAMETH_MODEL*/, -1, xpanning, ypanning, det, detscale, glow);
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}
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};
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extern GLInstance GLInterface;
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