mirror of
https://github.com/ZDoom/raze-gles.git
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1fee7a5f01
There were several mostly pointless options complicating all of this.
366 lines
8.1 KiB
C++
366 lines
8.1 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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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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struct PaletteData
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{
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int32_t crc32;
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PalEntry colors[256];
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float shades[512]; // two values (addshade and mulshade for each palswap.)
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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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};
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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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// Keep the short lived movie palettes out of the palette list for ease of maintenance.
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// Since it is transient this doesn't need to be preserved if it changes, unlike the other palettes which need to be preserved as references for the texture management.
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PaletteData transientpalette = { -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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FHardwareTexture* palswapTexture = nullptr;
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GLInstance* const inst;
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//OpenGLRenderer::GLDataBuffer* palswapBuffer = nullptr;
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unsigned FindPalette(const uint8_t* paldata);
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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 SetPalette(int index, const uint8_t *data, bool transient);
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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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};
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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_Glow,
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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 ERenderAlpha
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{
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STYLEALPHA_Zero, // Blend factor is 0.0
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STYLEALPHA_One, // Blend factor is 1.0
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STYLEALPHA_Src, // Blend factor is alpha
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STYLEALPHA_InvSrc, // Blend factor is 1.0 - alpha
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STYLEALPHA_SrcCol, // Blend factor is color (HWR only)
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STYLEALPHA_InvSrcCol, // Blend factor is 1.0 - color (HWR only)
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STYLEALPHA_DstCol, // Blend factor is dest. color (HWR only)
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STYLEALPHA_InvDstCol, // Blend factor is 1.0 - dest. color (HWR only)
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STYLEALPHA_Dst, // Blend factor is dest. alpha
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STYLEALPHA_InvDst, // Blend factor is 1.0 - dest. alpha
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STYLEALPHA_MAX
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};
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enum ERenderOp
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{
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STYLEOP_Add, // Add source to destination
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STYLEOP_Sub, // Subtract source from destination
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STYLEOP_RevSub, // Subtract destination from source
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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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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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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();
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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 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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FGameTexture* NewTexture(const char *name, bool hightile);
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void BindTexture(int texunit, FHardwareTexture *texid, int sampler = NoSampler);
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void BindTexture(int texunit, FGameTexture* 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 EnableAlphaTest(bool on);
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void EnableDepthTest(bool on);
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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 SetFogLinear(float* color, float start, float end);
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void SetFogExp2(float* color, float coefficient);
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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 SetAlphaThreshold(float al);
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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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void ReadPixels(int w, int h, uint8_t* buffer);
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void SetPaletteData(int index, const uint8_t* data, bool transient)
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{
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palmanager.SetPalette(index, data, transient);
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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 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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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 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 SetFogEnabled(bool fogEnabled)
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{
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renderState.FogEnabled = fogEnabled;
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}
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void UseColorOnly(bool useColorOnly)
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{
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renderState.UseColorOnly = useColorOnly;
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}
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void UsePaletteIndexing(bool usePaletteIndexing)
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{
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renderState.UsePalette = usePaletteIndexing;
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}
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void UseDetailMapping(bool useDetailMapping)
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{
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renderState.UseDetailMapping = useDetailMapping;
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}
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void UseGlowMapping(bool useGlowMapping)
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{
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renderState.UseGlowMapping = useGlowMapping;
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}
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void SetNpotEmulation(bool npotEmulation, float factor, float xOffset)
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{
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renderState.NPOTEmulation = npotEmulation;
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renderState.NPOTEmulationFactor = factor;
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renderState.NPOTEmulationXOffset = xOffset;
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}
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void SetShadeInterpolate(int32_t shadeInterpolate)
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{
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renderState.ShadeInterpolate = shadeInterpolate;
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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)
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{
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// not yet implemented.
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}
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FTexture *GetTexture(const char *filename);
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};
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extern GLInstance GLInterface;
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