mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-12-30 13:21:04 +00:00
78be8f866b
This is for consistency, otherwise sprites with a palette translation would stand out. Also use shade dependent fog density instead of a single global value. Currently this only has an effect in true color rendering mode.
368 lines
7.6 KiB
C++
368 lines
7.6 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 "c_cvars.h"
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#include "gl_samplers.h"
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#include "gl_hwtexture.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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#include "hw_material.h"
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#include "hw_renderstate.h"
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#include "pm_renderstate.h"
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#include "templates.h"
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class FShader;
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class FGameTexture;
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class GLInstance;
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class F2DDrawer;
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struct palette_t;
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extern int xdim, ydim;
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enum
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{
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DM_MAINVIEW,
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DM_OFFSCREEN
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};
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class PaletteManager
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{
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IHardwareTexture* palettetextures[256] = {};
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IHardwareTexture* lookuptextures[256] = {};
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GLInstance* const inst;
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unsigned FindPalswap(const uint8_t* paldata, palette_t& fadecolor);
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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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IHardwareTexture *GetPalette(int index);
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IHardwareTexture* GetLookup(int index);
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};
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struct glinfo_t {
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float maxanisotropy;
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};
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enum ECullSide
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{
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Cull_Front,
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Cull_Back
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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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struct ImDrawData;
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struct palette_t;
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enum
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{
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MAX_TEXTURES = 4, /*15*/ // slot 15 is used internally and not available. - The renderer uses only 5, though.
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};
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struct GLState
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{
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int Flags;
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int DepthFunc;
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};
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class GLInstance
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{
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friend IHardwareTexture* setpalettelayer(int layer, int translation);
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public:
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TArray<PolymostRenderState> rendercommands;
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PaletteManager palmanager;
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int lastPalswapIndex = -1;
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FGameTexture* currentTexture = nullptr;
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int MatrixChange = 0;
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PolymostRenderState renderState;
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public:
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float mProjectionM5 = 1.0f; // needed by ssao
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glinfo_t glinfo;
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void Init(int y);
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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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void Draw(EDrawType type, size_t start, size_t count);
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void DoDraw();
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float GetProjectionM5() { return mProjectionM5; }
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int SetMatrix(int num, const VSMatrix *mat );
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int SetMatrix(int num, const float *mat)
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{
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return SetMatrix(num, reinterpret_cast<const VSMatrix*>(mat));
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}
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void SetIdentityMatrix(int num);
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void RestoreMatrix(int num, int index)
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{
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renderState.matrixIndex[num] = index;
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}
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void SetTextureMode(int m)
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{
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renderState.TextureMode = m;
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}
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void SetDepthBias(float a, float b)
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{
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renderState.mBias.mFactor = a;
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renderState.mBias.mUnits = b;
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renderState.mBias.mChanged = true;
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}
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void ClearDepthBias()
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{
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renderState.mBias.mFactor = 0;
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renderState.mBias.mUnits = 0;
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renderState.mBias.mChanged = true;
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}
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void SetPalswap(int index);
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void SetFade(int palette);
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void SetShade(int32_t shade, int numshades)
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{
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renderState.Shade = std::min(shade, numshades-1);
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}
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void SetVisibility(float visibility)
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{
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renderState.VisFactor = visibility;
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}
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void EnableBlend(bool on)
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{
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if (on) renderState.StateFlags |= STF_BLEND;
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else renderState.StateFlags &= ~STF_BLEND;
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}
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void EnableDepthTest(bool on)
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{
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if (on) renderState.StateFlags |= STF_DEPTHTEST;
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else renderState.StateFlags &= ~STF_DEPTHTEST;
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}
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void EnableStencilWrite(int value)
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{
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renderState.StateFlags |= STF_STENCILWRITE;
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renderState.StateFlags &= ~STF_STENCILTEST;
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}
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void EnableStencilTest(int value)
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{
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renderState.StateFlags &= ~STF_STENCILWRITE;
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renderState.StateFlags |= STF_STENCILTEST;
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}
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void DisableStencil()
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{
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renderState.StateFlags &= ~(STF_STENCILWRITE | STF_STENCILTEST);
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}
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void SetCull(int type, int winding = Winding_CW)
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{
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renderState.StateFlags &= ~(STF_CULLCCW | STF_CULLCW);
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if (type != Cull_None)
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{
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if (winding == Winding_CW) renderState.StateFlags |= STF_CULLCW;
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else renderState.StateFlags |= STF_CULLCCW;
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}
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}
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void SetColorMask(bool on)
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{
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if (on) renderState.StateFlags |= STF_COLORMASK;
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else renderState.StateFlags &= ~STF_COLORMASK;
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}
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void SetDepthMask(bool on)
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{
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if (on) renderState.StateFlags |= STF_DEPTHMASK;
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else renderState.StateFlags &= ~STF_DEPTHMASK;
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}
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void ClearScreen(PalEntry pe, bool depth)
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{
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renderState.ClearColor = pe;
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renderState.StateFlags |= STF_CLEARCOLOR;
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if (depth) renderState.StateFlags |= STF_CLEARDEPTH;
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}
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void SetViewport(int x, int y, int w, int h)
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{
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renderState.vp_x = (short)x;
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renderState.vp_y = (short)y;
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renderState.vp_w = (short)w;
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renderState.vp_h = (short)h;
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renderState.StateFlags |= STF_VIEWPORTSET;
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}
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void SetScissor(int x1, int y1, int x2, int y2)
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{
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renderState.sc_x = (short)x1;
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renderState.sc_y = (short)y1;
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renderState.sc_w = (short)x2;
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renderState.sc_h = (short)y2;
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renderState.StateFlags |= STF_SCISSORSET;
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}
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void DisableScissor()
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{
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renderState.sc_x = SHRT_MIN;
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renderState.StateFlags |= STF_SCISSORSET;
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}
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void SetDepthFunc(int func)
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{
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renderState.DepthFunc = func;
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}
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void ClearScreen(PalEntry pe)
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{
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//twod->Clear();
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SetViewport(0, 0, xdim, ydim);
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ClearScreen(pe, true);
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}
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void ClearDepth()
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{
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renderState.StateFlags |= STF_CLEARDEPTH;
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}
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void SetRenderStyle(FRenderStyle style)
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{
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renderState.Style = style;
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}
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void SetColor(float r, float g, float b, float a = 1.f)
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{
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renderState.Color[0] = r;
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renderState.Color[1] = g;
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renderState.Color[2] = b;
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renderState.Color[3] = a;
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}
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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 SetMaterial(FMaterial* mat, int clampmode, int translation, int overrideshader)
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{
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assert(mat);
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renderState.mMaterial.mMaterial = mat;
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renderState.mMaterial.mClampMode = clampmode;
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renderState.mMaterial.mTranslation = translation;
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renderState.mMaterial.mOverrideShader = overrideshader;
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renderState.mMaterial.mChanged = true;
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//mTextureModeFlags = mat->GetLayerFlags();
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}
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void SetMaterial(FGameTexture* tex, EUpscaleFlags upscalemask, int scaleflags, int clampmode, int translation, int overrideshader)
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{
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assert(tex);
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if (shouldUpscale(tex, upscalemask)) scaleflags |= CTF_Upscale;
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SetMaterial(FMaterial::ValidateTexture(tex, scaleflags), clampmode, translation, overrideshader);
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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 SetNpotEmulation(float factor, float xOffset)
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{
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renderState.NPOTEmulation.Y = factor;
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renderState.NPOTEmulation.X = xOffset;
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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 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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// Hack...
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bool useMapFog = false;
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void SetMapFog(bool yes)
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{
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useMapFog = yes;
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}
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void applyMapFog()
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{
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if (useMapFog) renderState.Flags |= RF_MapFog;
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else renderState.Flags &= ~RF_MapFog;
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}
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void clearMapFog()
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{
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renderState.Flags &= ~RF_MapFog;
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}
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void SetTinting(int flags, PalEntry color, PalEntry overlayColor)
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{
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renderState.hictint = color;
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renderState.hictint_overlay = overlayColor;
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renderState.hictint_flags = flags;
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}
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void SetBasepalTint(PalEntry color)
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{
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renderState.fullscreenTint = color;
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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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bool SetTexture(int globalpicnum, FGameTexture* tex, int palette, int sampleroverride, bool notindexed = false);
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};
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extern GLInstance GLInterface;
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extern F2DDrawer twodpsp;
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void renderSetProjectionMatrix(const float* p);
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void renderSetViewMatrix(const float* p);
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void renderSetVisibility(float v);
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void renderBeginScene();
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void renderFinishScene();
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void DrawRateStuff();
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void videoShowFrame(int32_t);
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void hud_drawsprite(double sx, double sy, int z, double a, int picnum, int dashade, int dapalnum, int dastat, double alpha = 1);
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