raze/source/common/engine/renderstyle.h

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#pragma once
/*
** r_blend.h
** Constants and types for specifying texture blending.
**
**---------------------------------------------------------------------------
** Copyright 2008 Randy Heit
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#include <stdint.h>
// <wingdi.h> also #defines OPAQUE
#ifdef OPAQUE
#undef OPAQUE
#endif
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constexpr int OPAQUE = 65536;
enum ETexMode
{
TM_NORMAL = 0, // (r, g, b, a)
TM_STENCIL, // (1, 1, 1, a)
TM_OPAQUE, // (r, g, b, 1)
TM_INVERSE, // (1-r, 1-g, 1-b, a)
TM_ALPHATEXTURE, // (1, 1, 1, r)
TM_CLAMPY, // (r, g, b, (t >= 0.0 && t <= 1.0)? a:0)
TM_INVERTOPAQUE, // (1-r, 1-g, 1-b, 1)
TM_FOGLAYER, // (renders a fog layer in the shape of the active texture)
TM_FIXEDCOLORMAP = TM_FOGLAYER, // repurposes the objectcolor uniforms to render a fixed colormap range. (Same constant because they cannot be used in the same context.
};
// Legacy render styles
enum ERenderStyle
{
STYLE_None, // Do not draw
STYLE_Normal, // Normal; just copy the image to the screen
STYLE_Fuzzy, // Draw silhouette using "fuzz" effect
STYLE_SoulTrans, // Draw translucent with amount in r_transsouls
STYLE_OptFuzzy, // Draw as fuzzy or translucent, based on user preference
STYLE_Stencil, // Fill image interior with alphacolor
STYLE_Translucent, // Draw translucent
STYLE_Add, // Draw additive
STYLE_Shaded, // Treat patch data as alpha values for alphacolor
STYLE_TranslucentStencil,
STYLE_Shadow,
STYLE_Subtract, // Actually this is 'reverse subtract' but this is what normal people would expect by 'subtract'.
STYLE_AddStencil, // Fill image interior with alphacolor
STYLE_AddShaded, // Treat patch data as alpha values for alphacolor
STYLE_Multiply, // Multiply source with destination (HW renderer only.)
STYLE_InverseMultiply, // Multiply source with inverse of destination (HW renderer only.)
STYLE_ColorBlend, // Use color intensity as transparency factor
STYLE_Source, // No blending (only used internally)
STYLE_ColorAdd, // Use color intensity as transparency factor and blend additively.
STYLE_Count
};
// Flexible render styles (most possible combinations are supported in software)
enum ERenderOp
{
STYLEOP_None, // Do not draw
STYLEOP_Add, // Add source to destination
STYLEOP_Sub, // Subtract source from destination
STYLEOP_RevSub, // Subtract destination from source
STYLEOP_Fuzz, // Draw fuzzy on top of destination - ignores alpha and color
STYLEOP_FuzzOrAdd, // Draw fuzzy or add, based on user preference
STYLEOP_FuzzOrSub, // Draw fuzzy or subtract, based on user preference
STYLEOP_FuzzOrRevSub, // Draw fuzzy or reverse subtract, based on user preference
// special styles
STYLEOP_Shadow,
};
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 ERenderFlags
{
// Use value of transsouls as alpha.
STYLEF_TransSoulsAlpha = 1,
// Force alpha to 1. Not the same as STYLEALPHA_One, since that also
// ignores alpha from the texture.
STYLEF_Alpha1 = 2,
// Use red component from grayscale/RGB texture as alpha. If the texture
// is paletted, the palette is ignored and it is treated as grayscale.
// This should generally be combined with STYLEF_ColorIsFixed, since that's
// all the software renderer supports, but hardware acceleration can do
// them separately should you want to do that for some reason.
STYLEF_RedIsAlpha = 4,
// Ignore texture for RGB output. Color comes from fillcolor for actors
// or DTA_FillColor for DrawTexture().
STYLEF_ColorIsFixed = 8,
// Invert source color, either the texture color or the fixed color.
STYLEF_InvertSource = 16,
// Invert overlay color. This is the fade for actors and DTA_ColorOverlay
// for DrawTexture().
STYLEF_InvertOverlay = 32,
// Actors only: Ignore sector fade and fade to black. To fade to white,
// combine this with STYLEF_InvertOverlay.
STYLEF_FadeToBlack = 64,
};
union FRenderStyle
{
struct
{
uint8_t BlendOp; // Of ERenderOp type
uint8_t SrcAlpha; // Of ERenderAlpha type
uint8_t DestAlpha; // Of ERenderAlpha type
uint8_t Flags;
};
uint32_t AsDWORD;
inline FRenderStyle &operator= (ERenderStyle legacy);
bool operator==(const FRenderStyle &o) const { return AsDWORD == o.AsDWORD; }
bool operator!=(const FRenderStyle &o) const { return AsDWORD != o.AsDWORD; }
void CheckFuzz();
bool IsVisible(double alpha) const throw();
private:
// Code that compares an actor's render style with a legacy render
// style value should be updated.
operator ERenderStyle() = delete;
operator int() const = delete;
};
extern FRenderStyle LegacyRenderStyles[STYLE_Count];
inline FRenderStyle DefaultRenderStyle()
{
return LegacyRenderStyles[STYLE_Normal];
}
inline FRenderStyle &FRenderStyle::operator= (ERenderStyle legacy)
{
if (legacy < STYLE_None || legacy >= STYLE_Count)
{
legacy = STYLE_None;
}
*this = LegacyRenderStyles[legacy];
return *this;
}