mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-12-29 04:50:42 +00:00
215cb14401
Hopefully this helps fixing the z-fighting issue with wall sprites in some Blood maps.
103 lines
2.1 KiB
C++
103 lines
2.1 KiB
C++
#pragma once
|
|
|
|
#include "palentry.h"
|
|
#include "gl_buffers.h"
|
|
#include "renderstyle.h"
|
|
class PolymostShader;
|
|
struct GLState;
|
|
|
|
enum EMatrixType
|
|
{
|
|
Matrix_View,
|
|
Matrix_Projection,
|
|
Matrix_Model,
|
|
Matrix_Detail,
|
|
Matrix_Texture,
|
|
// These are the only ones being used.
|
|
NUMMATRICES
|
|
};
|
|
|
|
enum PRSFlags
|
|
{
|
|
RF_ColorOnly = 1,
|
|
RF_UsePalette = 2,
|
|
RF_DetailMapping = 4,
|
|
RF_GlowMapping = 8,
|
|
RF_Brightmapping = 16,
|
|
RF_NPOTEmulation = 32,
|
|
RF_ShadeInterpolate = 64,
|
|
RF_FogDisabled = 128,
|
|
|
|
RF_HICTINT_Grayscale = 0x10000,
|
|
RF_HICTINT_Invert = 0x20000,
|
|
RF_HICTINT_Colorize = 0x40000,
|
|
RF_HICTINT_BLEND_Screen = 0x80000,
|
|
RF_HICTINT_BLEND_Overlay = 0x100000,
|
|
RF_HICTINT_BLEND_Hardlight = 0x200000,
|
|
RF_HICTINT_BLENDMASK = RF_HICTINT_BLEND_Screen | RF_HICTINT_BLEND_Overlay | RF_HICTINT_BLEND_Hardlight,
|
|
RF_HICTINT_MASK = 0x3f0000,
|
|
|
|
STF_BLEND = 1,
|
|
STF_COLORMASK = 2,
|
|
STF_DEPTHMASK = 4,
|
|
STF_DEPTHTEST = 8,
|
|
STF_MULTISAMPLE = 16,
|
|
STF_STENCILWRITE = 32,
|
|
STF_STENCILTEST = 64,
|
|
STF_CULLCW = 128,
|
|
STF_CULLCCW = 256,
|
|
STF_WIREFRAME = 512,
|
|
STF_CLEARCOLOR = 1024,
|
|
STF_CLEARDEPTH = 2048,
|
|
STF_VIEWPORTSET = 4096,
|
|
STF_SCISSORSET = 8192,
|
|
|
|
|
|
};
|
|
|
|
struct FDepthBiasState
|
|
{
|
|
float mFactor;
|
|
float mUnits;
|
|
bool mChanged;
|
|
|
|
void Reset()
|
|
{
|
|
mFactor = 0;
|
|
mUnits = 0;
|
|
mChanged = false;
|
|
}
|
|
};
|
|
|
|
|
|
struct PolymostRenderState
|
|
{
|
|
int vindex, vcount, primtype;
|
|
float Shade;
|
|
float NumShades = 64.f;
|
|
float ShadeDiv = 62.f;
|
|
float VisFactor = 128.f;
|
|
int Flags = 0;
|
|
float NPOTEmulationFactor = 1.f;
|
|
float NPOTEmulationXOffset;
|
|
float Brightness = 1.f;
|
|
float AlphaThreshold = 0.5f;
|
|
bool AlphaTest = true;
|
|
float Color[4] = { 1,1,1,1 };
|
|
short matrixIndex[NUMMATRICES] = { 0,0,0,0,0 };
|
|
PalEntry fullscreenTint = 0xffffff, hictint = 0xffffff, hictint_overlay = 0xffffff;
|
|
int hictint_flags = -1;
|
|
FDepthBiasState mBias{ };
|
|
|
|
int StateFlags = STF_COLORMASK|STF_DEPTHMASK;
|
|
FRenderStyle Style{};
|
|
int DepthFunc = 1;
|
|
PalEntry ClearColor = 0;
|
|
short vp_x, vp_y, vp_w, vp_h;
|
|
short sc_x = SHRT_MIN, sc_y, sc_w, sc_h;
|
|
int texIds[6], samplerIds[6];
|
|
|
|
PalEntry FogColor;
|
|
|
|
void Apply(PolymostShader *shader, GLState &oldstate);
|
|
};
|