mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-12-26 11:40:44 +00:00
93ad83b380
- remove all code for faking gamma correction through palette manipulated images.
279 lines
5.9 KiB
C++
279 lines
5.9 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"
|
|
|
|
class FSamplerManager;
|
|
class FShader;
|
|
class PolymostShader;
|
|
class SurfaceShader;
|
|
class FTexture;
|
|
|
|
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_Texture3,
|
|
Matrix_Texture4,
|
|
// 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 ERenderAlpha
|
|
{
|
|
STYLEALPHA_Zero, // Blend factor is 0.0
|
|
STYLEALPHA_One, // Blend factor is 1.0
|
|
STYLEALPHA_Src, // Blend factor is alpha
|
|
STYLEALPHA_InvSrc, // Blend factor is 1.0 - alpha
|
|
STYLEALPHA_SrcCol, // Blend factor is color (HWR only)
|
|
STYLEALPHA_InvSrcCol, // Blend factor is 1.0 - color (HWR only)
|
|
STYLEALPHA_DstCol, // Blend factor is dest. color (HWR only)
|
|
STYLEALPHA_InvDstCol, // Blend factor is 1.0 - dest. color (HWR only)
|
|
STYLEALPHA_Dst, // Blend factor is dest. alpha
|
|
STYLEALPHA_InvDst, // Blend factor is 1.0 - dest. alpha
|
|
STYLEALPHA_MAX
|
|
};
|
|
|
|
enum ERenderOp
|
|
{
|
|
STYLEOP_Add, // Add source to destination
|
|
STYLEOP_Sub, // Subtract source from destination
|
|
STYLEOP_RevSub, // Subtract destination from source
|
|
};
|
|
|
|
enum EWinding
|
|
{
|
|
Winding_CCW,
|
|
Winding_CW
|
|
};
|
|
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;
|
|
|
|
VSMatrix matrices[NUMMATRICES];
|
|
PolymostRenderState renderState;
|
|
FShader* activeShader;
|
|
PolymostShader* polymostShader;
|
|
SurfaceShader* surfaceShader;
|
|
FShader* vpxShader;
|
|
|
|
|
|
public:
|
|
glinfo_t glinfo;
|
|
FSamplerManager *mSamplers;
|
|
|
|
void Init();
|
|
void InitGLState(int fogmode, int multisample);
|
|
void LoadPolymostShader();
|
|
void LoadSurfaceShader();
|
|
void LoadVPXShader();
|
|
|
|
void Deinit();
|
|
|
|
static int GetTexDimension(int value)
|
|
{
|
|
//if (value > gl.max_texturesize) return gl.max_texturesize;
|
|
return value;
|
|
}
|
|
|
|
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 EnableAlphaTest(bool on);
|
|
void EnableDepthTest(bool on);
|
|
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 SetFogLinear(float* color, float start, float end);
|
|
void SetFogExp2(float* color, float coefficient);
|
|
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 SetAlphaThreshold(float al);
|
|
void SetWireframe(bool on);
|
|
void SetPolymostShader();
|
|
void SetSurfaceShader();
|
|
void SetVPXShader();
|
|
|
|
void ReadPixels(int w, int h, uint8_t* buffer);
|
|
|
|
|
|
void SetPalswap(uint32_t index)
|
|
{
|
|
renderState.PalSwapIndex = index;
|
|
}
|
|
|
|
int GetClamp()
|
|
{
|
|
return int(renderState.Clamp[0] + 2*renderState.Clamp[1]);
|
|
}
|
|
|
|
void SetClamp(int clamp)
|
|
{
|
|
renderState.Clamp[0] = clamp & 1;
|
|
renderState.Clamp[1] = !!(clamp & 2);
|
|
}
|
|
|
|
void SetShade(int32_t shade, int numshades)
|
|
{
|
|
renderState.Shade = shade;
|
|
renderState.NumShades = numshades;
|
|
}
|
|
|
|
void SetVisibility(float visibility, float fviewingrange)
|
|
{
|
|
renderState.VisFactor = visibility * fviewingrange * (1.f / (64.f * 65536.f));
|
|
}
|
|
|
|
void SetFogEnabled(bool fogEnabled)
|
|
{
|
|
renderState.FogEnabled = fogEnabled;
|
|
}
|
|
|
|
void UseColorOnly(bool useColorOnly)
|
|
{
|
|
renderState.UseColorOnly = useColorOnly;
|
|
}
|
|
|
|
void UsePaletteIndexing(bool usePaletteIndexing)
|
|
{
|
|
renderState.UsePalette = usePaletteIndexing;
|
|
}
|
|
|
|
void UseDetailMapping(bool useDetailMapping)
|
|
{
|
|
renderState.UseDetailMapping = useDetailMapping;
|
|
}
|
|
|
|
void UseGlowMapping(bool useGlowMapping)
|
|
{
|
|
renderState.UseGlowMapping = useGlowMapping;
|
|
}
|
|
|
|
void SetNpotEmulation(bool npotEmulation, float factor, float xOffset)
|
|
{
|
|
renderState.NPOTEmulation = npotEmulation;
|
|
renderState.NPOTEmulationFactor = factor;
|
|
renderState.NPOTEmulationXOffset = xOffset;
|
|
}
|
|
|
|
void SetShadeInterpolate(int32_t shadeInterpolate)
|
|
{
|
|
renderState.ShadeInterpolate = shadeInterpolate;
|
|
}
|
|
|
|
void SetBrightness(int brightness)
|
|
{
|
|
renderState.Brightness = 8.f / (brightness + 8.f);
|
|
}
|
|
|
|
FTexture *GetTexture(const char *filename);
|
|
};
|
|
|
|
extern GLInstance GLInterface;
|