mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-11-05 20:41:06 +00:00
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
|
|
#include <stdlib.h>
|
|
#include <algorithm>
|
|
#include <vector>
|
|
#include <map>
|
|
#include "gl_samplers.h"
|
|
#include "gl_hwtexture.h"
|
|
#include "gl_renderstate.h"
|
|
#include "matrix.h"
|
|
#include "palentry.h"
|
|
#include "renderstyle.h"
|
|
|
|
class FSamplerManager;
|
|
class FShader;
|
|
class PolymostShader;
|
|
class SurfaceShader;
|
|
class FTexture;
|
|
class GLInstance;
|
|
class F2DDrawer;
|
|
|
|
struct PaletteData
|
|
{
|
|
int32_t crc32;
|
|
PalEntry colors[256];
|
|
bool shadesdone;
|
|
int whiteindex, blackindex;
|
|
FHardwareTexture* paltexture;
|
|
};
|
|
|
|
struct PalShade
|
|
{
|
|
int palindex;
|
|
float mulshade, addshade;
|
|
};
|
|
|
|
struct PalswapData
|
|
{
|
|
int32_t crc32;
|
|
const uint8_t *lookup; // points to the original data. This is static so no need to copy
|
|
FHardwareTexture* swaptexture;
|
|
PalEntry fadeColor;
|
|
};
|
|
|
|
enum
|
|
{
|
|
PALSWAP_TEXTURE_SIZE = 2048
|
|
};
|
|
|
|
class PaletteManager
|
|
{
|
|
// The current engine limit is 256 palettes and 256 palswaps.
|
|
uint32_t palettemap[256] = {};
|
|
uint32_t palswapmap[256] = {};
|
|
float addshade[256] = {};
|
|
float mulshade[256] = {};
|
|
uint32_t lastindex = ~0u;
|
|
uint32_t lastsindex = ~0u;
|
|
int numshades = 1;
|
|
|
|
// All data is being stored in contiguous blocks that can be used as uniform buffers as-is.
|
|
TArray<PaletteData> palettes;
|
|
TArray<PalswapData> palswaps;
|
|
TMap<int, int> swappedpalmap;
|
|
FHardwareTexture* palswapTexture = nullptr;
|
|
GLInstance* const inst;
|
|
|
|
//OpenGLRenderer::GLDataBuffer* palswapBuffer = nullptr;
|
|
|
|
unsigned FindPalswap(const uint8_t* paldata);
|
|
|
|
public:
|
|
PaletteManager(GLInstance *inst_) : inst(inst_)
|
|
{}
|
|
~PaletteManager();
|
|
void DeleteAll();
|
|
void DeleteAllTextures();
|
|
void SetPalette(int index, const uint8_t *data);
|
|
void SetPalswapData(int index, const uint8_t* data, int numshades);
|
|
|
|
void BindPalette(int index);
|
|
void BindPalswap(int index);
|
|
int ActivePalswap() const { return lastsindex; }
|
|
int LookupPalette(int palette, int palswap, bool brightmap);
|
|
const PalEntry *GetPaletteData(int palid) const { return palettes[palid].colors; }
|
|
unsigned FindPalette(const uint8_t* paldata);
|
|
|
|
};
|
|
|
|
|
|
struct glinfo_t {
|
|
const char* vendor;
|
|
const char* renderer;
|
|
const char* version;
|
|
const char* extensions;
|
|
|
|
float maxanisotropy;
|
|
char bufferstorage;
|
|
char dumped;
|
|
};
|
|
|
|
struct BaseVertex
|
|
{
|
|
float x, y, z;
|
|
float u, v;
|
|
|
|
void SetVertex(float _x, float _y, float _z = 0)
|
|
{
|
|
x = _x;
|
|
y = _y;
|
|
z = _z;
|
|
}
|
|
|
|
void SetTexCoord(float _u = 0, float _v = 0)
|
|
{
|
|
u = _u;
|
|
v = _v;
|
|
}
|
|
|
|
void Set(float _x, float _y, float _z = 0, float _u = 0, float _v = 0)
|
|
{
|
|
x = _x;
|
|
y = _y;
|
|
z = _z;
|
|
u = _u;
|
|
v = _v;
|
|
}
|
|
};
|
|
|
|
enum EDrawType
|
|
{
|
|
DT_TRIANGLES,
|
|
DT_TRIANGLE_STRIP,
|
|
DT_TRIANGLE_FAN,
|
|
DT_QUADS,
|
|
DT_LINES
|
|
};
|
|
|
|
enum EMatrixType
|
|
{
|
|
Matrix_View,
|
|
Matrix_Projection,
|
|
Matrix_ModelView,
|
|
Matrix_Detail,
|
|
Matrix_Texture,
|
|
// These are the only ones being used.
|
|
NUMMATRICES
|
|
};
|
|
|
|
enum ECull
|
|
{
|
|
Cull_None,
|
|
Cull_Front,
|
|
Cull_Back
|
|
};
|
|
|
|
enum EDepthFunc
|
|
{
|
|
Depth_Always,
|
|
Depth_Less,
|
|
Depth_Equal,
|
|
Depth_LessEqual
|
|
};
|
|
|
|
|
|
enum EWinding
|
|
{
|
|
Winding_CCW,
|
|
Winding_CW
|
|
};
|
|
|
|
enum ETexType
|
|
{
|
|
TT_INDEXED,
|
|
TT_TRUECOLOR,
|
|
TT_HICREPLACE,
|
|
TT_BRIGHTMAP
|
|
};
|
|
|
|
struct ImDrawData;
|
|
|
|
class GLInstance
|
|
{
|
|
enum
|
|
{
|
|
MAX_TEXTURES = 15, // slot 15 is used internally and not available.
|
|
THCACHESIZE = 200,
|
|
};
|
|
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.
|
|
unsigned int LastBoundTextures[MAX_TEXTURES];
|
|
unsigned TextureHandleCache[THCACHESIZE];
|
|
int currentindex = THCACHESIZE;
|
|
int maxTextureSize;
|
|
PaletteManager palmanager;
|
|
int lastPalswapIndex = -1;
|
|
FHardwareTexture* texv;
|
|
FTexture* currentTexture = nullptr;
|
|
int TextureType;
|
|
int MatrixChange = 0;
|
|
|
|
IVertexBuffer* LastVertexBuffer = nullptr;
|
|
int LastVB_Offset[2] = {};
|
|
IIndexBuffer* LastIndexBuffer = nullptr;
|
|
|
|
|
|
VSMatrix matrices[NUMMATRICES];
|
|
PolymostRenderState renderState;
|
|
FShader* activeShader;
|
|
PolymostShader* polymostShader;
|
|
SurfaceShader* surfaceShader;
|
|
FShader* vpxShader;
|
|
|
|
|
|
public:
|
|
glinfo_t glinfo;
|
|
FSamplerManager *mSamplers;
|
|
|
|
void Init(int y);
|
|
void InitGLState(int fogmode, int multisample);
|
|
void LoadPolymostShader();
|
|
void LoadSurfaceShader();
|
|
void LoadVPXShader();
|
|
void Draw2D(F2DDrawer* drawer);
|
|
void DrawImGui(ImDrawData*);
|
|
|
|
void Deinit();
|
|
|
|
static int GetTexDimension(int value)
|
|
{
|
|
//if (value > gl.max_texturesize) return gl.max_texturesize;
|
|
return value;
|
|
}
|
|
|
|
GLInstance();
|
|
std::pair<size_t, BaseVertex *> AllocVertices(size_t num);
|
|
void Draw(EDrawType type, size_t start, size_t count);
|
|
|
|
int GetTextureID();
|
|
FHardwareTexture* NewTexture();
|
|
void BindTexture(int texunit, FHardwareTexture *texid, int sampler = NoSampler);
|
|
void UnbindTexture(int texunit);
|
|
void UnbindAllTextures();
|
|
void EnableBlend(bool on);
|
|
void EnableDepthTest(bool on);
|
|
void EnableMultisampling(bool on);
|
|
void SetVertexBuffer(IVertexBuffer* vb, int offset1, int offset2)
|
|
{
|
|
renderState.VertexBuffer = vb;
|
|
renderState.VB_Offset[0] = offset1;
|
|
renderState.VB_Offset[1] = offset2;
|
|
}
|
|
void SetIndexBuffer(IIndexBuffer* vb)
|
|
{
|
|
renderState.IndexBuffer = vb;
|
|
}
|
|
const VSMatrix &GetMatrix(int num)
|
|
{
|
|
return matrices[num];
|
|
}
|
|
void SetMatrix(int num, const VSMatrix *mat );
|
|
void SetMatrix(int num, const float *mat)
|
|
{
|
|
SetMatrix(num, reinterpret_cast<const VSMatrix*>(mat));
|
|
}
|
|
void SetCull(int type, int winding = Winding_CCW);
|
|
|
|
void EnableStencilWrite(int value);
|
|
void EnableStencilTest(int value);
|
|
void DisableStencil();
|
|
void SetColor(float r, float g, float b, float a = 1.f);
|
|
void SetColorub(uint8_t r, uint8_t g, uint8_t b, uint8_t a = 255)
|
|
{
|
|
SetColor(r * (1 / 255.f), g * (1 / 255.f), b * (1 / 255.f), a * (1 / 255.f));
|
|
}
|
|
|
|
void SetDepthFunc(int func);
|
|
void SetColorMask(bool on);
|
|
void SetDepthMask(bool on);
|
|
void SetBlendFunc(int src, int dst);
|
|
void SetBlendOp(int op);
|
|
void ClearScreen(float r, float g, float b, bool depth);
|
|
void ClearDepth();
|
|
void SetViewport(int x, int y, int w, int h);
|
|
void SetWireframe(bool on);
|
|
void SetPolymostShader();
|
|
void SetSurfaceShader();
|
|
void SetVPXShader();
|
|
void SetPalette(int palette);
|
|
bool ApplyTextureProps(FTexture *tex, int pal);
|
|
void RestoreTextureProps();
|
|
|
|
void ReadPixels(int w, int h, uint8_t* buffer);
|
|
|
|
void SetPaletteData(int index, const uint8_t* data)
|
|
{
|
|
palmanager.SetPalette(index, data);
|
|
}
|
|
|
|
void SetPalswapData(int index, const uint8_t* data, int numshades)
|
|
{
|
|
palmanager.SetPalswapData(index, data, numshades);
|
|
}
|
|
|
|
void SetPalswap(int index);
|
|
|
|
int GetClamp()
|
|
{
|
|
return 0;// int(renderState.Clamp[0] + 2 * renderState.Clamp[1]);
|
|
}
|
|
|
|
void SetClamp(int clamp)
|
|
{
|
|
// This option is totally pointless and should be removed.
|
|
//renderState.Clamp[0] = clamp & 1;
|
|
//renderState.Clamp[1] = !!(clamp & 2);
|
|
}
|
|
|
|
void SetShade(int32_t shade, int numshades)
|
|
{
|
|
renderState.Shade = shade;
|
|
renderState.NumShades = numshades;
|
|
}
|
|
|
|
void SetShadeDiv(int value)
|
|
{
|
|
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.
|
|
}
|
|
|
|
void SetVisibility(float visibility, float fviewingrange)
|
|
{
|
|
renderState.VisFactor = visibility* fviewingrange* (1.f / (64.f * 65536.f));
|
|
}
|
|
|
|
void UseColorOnly(bool yes)
|
|
{
|
|
if (yes) renderState.Flags |= RF_ColorOnly;
|
|
else renderState.Flags &= ~RF_ColorOnly;
|
|
}
|
|
|
|
void UseDetailMapping(bool yes)
|
|
{
|
|
if (yes) renderState.Flags |= RF_DetailMapping;
|
|
else renderState.Flags &= ~RF_DetailMapping;
|
|
}
|
|
|
|
void UseGlowMapping(bool yes)
|
|
{
|
|
if (yes) renderState.Flags |= RF_GlowMapping;
|
|
else renderState.Flags &= ~RF_GlowMapping;
|
|
}
|
|
|
|
void UseBrightmaps(bool yes)
|
|
{
|
|
if (yes) renderState.Flags |= RF_Brightmapping;
|
|
else renderState.Flags &= ~RF_Brightmapping;
|
|
}
|
|
|
|
void SetNpotEmulation(bool yes, float factor, float xOffset)
|
|
{
|
|
if (yes)
|
|
{
|
|
renderState.Flags |= RF_NPOTEmulation;
|
|
renderState.NPOTEmulationFactor = factor;
|
|
renderState.NPOTEmulationXOffset = xOffset;
|
|
}
|
|
else renderState.Flags &= ~RF_NPOTEmulation;
|
|
}
|
|
|
|
void SetShadeInterpolate(int32_t yes)
|
|
{
|
|
if (yes) renderState.Flags |= RF_ShadeInterpolate;
|
|
else renderState.Flags &= ~RF_ShadeInterpolate;
|
|
}
|
|
|
|
void SetFadeColor(PalEntry color)
|
|
{
|
|
renderState.FogColor = color;
|
|
};
|
|
|
|
void SetFadeDisable(bool yes)
|
|
{
|
|
if (yes) renderState.Flags |= RF_FogDisabled;
|
|
else renderState.Flags &= ~RF_FogDisabled;
|
|
}
|
|
|
|
void SetBrightness(int brightness)
|
|
{
|
|
renderState.Brightness = 8.f / (brightness + 8.f);
|
|
}
|
|
|
|
void SetTinting(int flags, PalEntry color, PalEntry modulateColor)
|
|
{
|
|
// not yet implemented.
|
|
}
|
|
|
|
void SetBasepalTint(PalEntry color)
|
|
{
|
|
// not yet implemented - only relevant for hires replacements.
|
|
}
|
|
|
|
int GetPaletteIndex(PalEntry* palette)
|
|
{
|
|
return palmanager.FindPalette((uint8_t*)palette);
|
|
}
|
|
|
|
void EnableAlphaTest(bool on)
|
|
{
|
|
renderState.AlphaTest = on;
|
|
}
|
|
|
|
void SetAlphaThreshold(float al)
|
|
{
|
|
renderState.AlphaThreshold = al;
|
|
}
|
|
|
|
|
|
FHardwareTexture* CreateIndexedTexture(FTexture* tex);
|
|
FHardwareTexture* CreateTrueColorTexture(FTexture* tex, int palid, bool checkfulltransparency = false, bool rgb8bit = false);
|
|
FHardwareTexture *LoadTexture(FTexture* tex, int texturetype, int palid);
|
|
bool SetTextureInternal(int globalpicnum, FTexture* tex, int palette, int method, int sampleroverride, float xpanning, float ypanning, FTexture *det, float detscale, FTexture *glow);
|
|
|
|
bool SetNamedTexture(FTexture* tex, int palette, int sampleroverride);
|
|
|
|
bool SetTexture(int globalpicnum, FTexture* tex, int palette, int method, int sampleroverride)
|
|
{
|
|
return SetTextureInternal(globalpicnum, tex, palette, method, sampleroverride, 0, 0, nullptr, 1, nullptr);
|
|
}
|
|
|
|
bool SetModelTexture(FTexture *tex, int palette, float xpanning, float ypanning, FTexture *det, float detscale, FTexture *glow)
|
|
{
|
|
return SetTextureInternal(-1, tex, palette, 8/*DAMETH_MODEL*/, -1, xpanning, ypanning, det, detscale, glow);
|
|
}
|
|
};
|
|
|
|
extern GLInstance GLInterface;
|