mirror of
https://github.com/ZDoom/Raze.git
synced 2025-05-30 00:41:24 +00:00
- updated common code.
Most of what got added is still unused. # Conflicts: # source/build/src/palette.cpp # Conflicts: # source/build/src/palette.cpp # Conflicts: # source/common/engine/i_interface.h
This commit is contained in:
parent
82eb807090
commit
ea08fa0a4e
20 changed files with 1494 additions and 62 deletions
83
source/common/rendering/hwrenderer/data/buffers.h
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83
source/common/rendering/hwrenderer/data/buffers.h
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#pragma once
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#include <stddef.h>
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#include <assert.h>
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class FRenderState;
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// The low level code needs to know which attributes exist.
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// OpenGL needs to change the state of all of them per buffer binding.
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// VAOs are mostly useless for this because they lump buffer and binding state together which the model code does not want.
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enum
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{
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VATTR_VERTEX,
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VATTR_TEXCOORD,
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VATTR_COLOR,
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VATTR_VERTEX2,
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VATTR_NORMAL,
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VATTR_NORMAL2,
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VATTR_MAX
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};
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enum EVertexAttributeFormat
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{
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VFmt_Float4,
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VFmt_Float3,
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VFmt_Float2,
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VFmt_Float,
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VFmt_Byte4,
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VFmt_Packed_A2R10G10B10,
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};
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struct FVertexBufferAttribute
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{
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int binding;
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int location;
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int format;
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int offset;
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};
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class IBuffer
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{
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protected:
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size_t buffersize = 0;
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void *map = nullptr;
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public:
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IBuffer() = default;
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IBuffer(const IBuffer &) = delete;
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IBuffer &operator=(const IBuffer &) = delete;
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virtual ~IBuffer() = default;
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virtual void SetData(size_t size, const void *data, bool staticdata = true) = 0;
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virtual void SetSubData(size_t offset, size_t size, const void *data) = 0;
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virtual void *Lock(unsigned int size) = 0;
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virtual void Unlock() = 0;
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virtual void Resize(size_t newsize) = 0;
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virtual void Map() {} // Only needed by old OpenGL but this needs to be in the interface.
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virtual void Unmap() {}
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void *Memory() { assert(map); return map; }
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size_t Size() { return buffersize; }
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};
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class IVertexBuffer : virtual public IBuffer
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{
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public:
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virtual void SetFormat(int numBindingPoints, int numAttributes, size_t stride, const FVertexBufferAttribute *attrs) = 0;
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};
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// This merely exists to have a dedicated type for index buffers to inherit from.
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class IIndexBuffer : virtual public IBuffer
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{
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// Element size is fixed to 4, thanks to OpenGL requiring this info to be coded into the glDrawElements call.
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// This mostly prohibits a more flexible buffer setup but GZDoom doesn't use any other format anyway.
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// Ob Vulkam, element size is a buffer property and of no concern to the drawing functions (as it should be.)
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};
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class IDataBuffer : virtual public IBuffer
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{
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// Can be either uniform or shader storage buffer, depending on its needs.
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public:
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virtual void BindRange(FRenderState *state, size_t start, size_t length) = 0;
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};
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665
source/common/rendering/hwrenderer/data/hw_renderstate.h
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source/common/rendering/hwrenderer/data/hw_renderstate.h
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#pragma once
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#include "v_palette.h"
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#include "vectors.h"
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#include "matrix.h"
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#include "hw_material.h"
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#include "texmanip.h"
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struct FColormap;
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class IVertexBuffer;
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class IIndexBuffer;
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enum EClearTarget
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{
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CT_Depth = 1,
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CT_Stencil = 2,
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CT_Color = 4
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};
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enum ERenderEffect
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{
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EFF_NONE = -1,
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EFF_FOGBOUNDARY,
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EFF_SPHEREMAP,
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EFF_BURN,
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EFF_STENCIL,
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MAX_EFFECTS
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};
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enum EAlphaFunc
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{
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Alpha_GEqual = 0,
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Alpha_Greater = 1
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};
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enum EDrawType
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{
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DT_Points = 0,
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DT_Lines = 1,
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DT_Triangles = 2,
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DT_TriangleFan = 3,
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DT_TriangleStrip = 4
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};
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enum EDepthFunc
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{
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DF_Less,
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DF_LEqual,
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DF_Always
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};
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enum EStencilFlags
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{
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SF_AllOn = 0,
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SF_ColorMaskOff = 1,
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SF_DepthMaskOff = 2,
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};
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enum EStencilOp
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{
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SOP_Keep = 0,
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SOP_Increment = 1,
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SOP_Decrement = 2
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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_CCW,
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Cull_CW
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};
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struct FStateVec4
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{
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float vec[4];
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void Set(float r, float g, float b, float a)
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{
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vec[0] = r;
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vec[1] = g;
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vec[2] = b;
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vec[3] = a;
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}
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};
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struct FMaterialState
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{
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FMaterial *mMaterial;
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int mClampMode;
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int mTranslation;
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int mOverrideShader;
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bool mChanged;
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void Reset()
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{
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mMaterial = nullptr;
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mTranslation = 0;
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mClampMode = CLAMP_NONE;
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mOverrideShader = -1;
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mChanged = false;
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}
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};
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struct FDepthBiasState
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{
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float mFactor;
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float mUnits;
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bool mChanged;
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void Reset()
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{
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mFactor = 0;
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mUnits = 0;
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mChanged = false;
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}
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};
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enum EPassType
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{
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NORMAL_PASS,
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GBUFFER_PASS,
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MAX_PASS_TYPES
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};
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struct FVector4PalEntry
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{
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float r, g, b, a;
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bool operator==(const FVector4PalEntry &other) const
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{
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return r == other.r && g == other.g && b == other.b && a == other.a;
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}
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bool operator!=(const FVector4PalEntry &other) const
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{
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return r != other.r || g != other.g || b != other.b || a != other.a;
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}
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FVector4PalEntry &operator=(PalEntry newvalue)
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{
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const float normScale = 1.0f / 255.0f;
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r = newvalue.r * normScale;
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g = newvalue.g * normScale;
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b = newvalue.b * normScale;
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a = newvalue.a * normScale;
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return *this;
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}
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FVector4PalEntry& SetIA(PalEntry newvalue)
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{
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const float normScale = 1.0f / 255.0f;
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r = newvalue.r * normScale;
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g = newvalue.g * normScale;
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b = newvalue.b * normScale;
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a = 1;
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return *this;
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}
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FVector4PalEntry& SetFlt(float v1, float v2, float v3, float v4)
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{
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r = v1;
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g = v2;
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b = v3;
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a = v4;
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return *this;
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}
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};
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struct StreamData
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{
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FVector4PalEntry uObjectColor;
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FVector4PalEntry uObjectColor2;
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FVector4 uDynLightColor;
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FVector4PalEntry uAddColor;
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FVector4PalEntry uTextureAddColor;
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FVector4PalEntry uTextureModulateColor;
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FVector4PalEntry uTextureBlendColor;
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FVector4PalEntry uFogColor;
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float uDesaturationFactor;
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float uInterpolationFactor;
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float timer;
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int useVertexData;
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FVector4 uVertexColor;
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FVector4 uVertexNormal;
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FVector4 uGlowTopPlane;
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FVector4 uGlowTopColor;
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FVector4 uGlowBottomPlane;
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FVector4 uGlowBottomColor;
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FVector4 uGradientTopPlane;
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FVector4 uGradientBottomPlane;
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FVector4 uSplitTopPlane;
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FVector4 uSplitBottomPlane;
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FVector4 uDetailParms;
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};
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class FRenderState
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{
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protected:
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uint8_t mFogEnabled;
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uint8_t mTextureEnabled:1;
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uint8_t mGlowEnabled : 1;
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uint8_t mGradientEnabled : 1;
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uint8_t mModelMatrixEnabled : 1;
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uint8_t mTextureMatrixEnabled : 1;
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uint8_t mSplitEnabled : 1;
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uint8_t mBrightmapEnabled : 1;
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int mLightIndex;
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int mSpecialEffect;
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int mTextureMode;
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int mTextureModeFlags;
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int mSoftLight;
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float mLightParms[4];
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float mAlphaThreshold;
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float mClipSplit[2];
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StreamData mStreamData = {};
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PalEntry mFogColor;
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FRenderStyle mRenderStyle;
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FMaterialState mMaterial;
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FDepthBiasState mBias;
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IVertexBuffer *mVertexBuffer;
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int mVertexOffsets[2]; // one per binding point
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IIndexBuffer *mIndexBuffer;
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EPassType mPassType = NORMAL_PASS;
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public:
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uint64_t firstFrame = 0;
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VSMatrix mModelMatrix;
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VSMatrix mTextureMatrix;
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public:
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void Reset()
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{
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mTextureEnabled = true;
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mBrightmapEnabled = mGradientEnabled = mFogEnabled = mGlowEnabled = false;
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mFogColor = 0xffffffff;
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mStreamData.uFogColor = mFogColor;
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mTextureMode = -1;
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mTextureModeFlags = 0;
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mStreamData.uDesaturationFactor = 0.0f;
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mAlphaThreshold = 0.5f;
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mModelMatrixEnabled = false;
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mTextureMatrixEnabled = false;
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mSplitEnabled = false;
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mStreamData.uAddColor = 0;
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mStreamData.uObjectColor = 0xffffffff;
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mStreamData.uObjectColor2 = 0;
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mStreamData.uTextureBlendColor = 0;
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mStreamData.uTextureAddColor = 0;
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mStreamData.uTextureModulateColor = 0;
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mSoftLight = 0;
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mLightParms[0] = mLightParms[1] = mLightParms[2] = 0.0f;
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mLightParms[3] = -1.f;
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mSpecialEffect = EFF_NONE;
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mLightIndex = -1;
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mStreamData.uInterpolationFactor = 0;
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mRenderStyle = DefaultRenderStyle();
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mMaterial.Reset();
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mBias.Reset();
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mPassType = NORMAL_PASS;
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mVertexBuffer = nullptr;
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mVertexOffsets[0] = mVertexOffsets[1] = 0;
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mIndexBuffer = nullptr;
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mStreamData.uVertexColor = { 1.0f, 1.0f, 1.0f, 1.0f };
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mStreamData.uGlowTopColor = { 0.0f, 0.0f, 0.0f, 0.0f };
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mStreamData.uGlowBottomColor = { 0.0f, 0.0f, 0.0f, 0.0f };
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mStreamData.uGlowTopPlane = { 0.0f, 0.0f, 0.0f, 0.0f };
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mStreamData.uGlowBottomPlane = { 0.0f, 0.0f, 0.0f, 0.0f };
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mStreamData.uGradientTopPlane = { 0.0f, 0.0f, 0.0f, 0.0f };
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mStreamData.uGradientBottomPlane = { 0.0f, 0.0f, 0.0f, 0.0f };
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mStreamData.uSplitTopPlane = { 0.0f, 0.0f, 0.0f, 0.0f };
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mStreamData.uSplitBottomPlane = { 0.0f, 0.0f, 0.0f, 0.0f };
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mStreamData.uDynLightColor = { 0.0f, 0.0f, 0.0f, 0.0f };
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mStreamData.uDetailParms = { 0.0f, 0.0f, 0.0f, 0.0f };
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mModelMatrix.loadIdentity();
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mTextureMatrix.loadIdentity();
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ClearClipSplit();
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}
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void SetNormal(FVector3 norm)
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{
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mStreamData.uVertexNormal = { norm.X, norm.Y, norm.Z, 0.f };
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}
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void SetNormal(float x, float y, float z)
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{
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mStreamData.uVertexNormal = { x, y, z, 0.f };
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}
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void SetColor(float r, float g, float b, float a = 1.f, int desat = 0)
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{
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mStreamData.uVertexColor = { r, g, b, a };
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mStreamData.uDesaturationFactor = desat * (1.0f / 255.0f);
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}
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void SetColor(PalEntry pe, int desat = 0)
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{
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const float scale = 1.0f / 255.0f;
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mStreamData.uVertexColor = { pe.r * scale, pe.g * scale, pe.b * scale, pe.a * scale };
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mStreamData.uDesaturationFactor = desat * (1.0f / 255.0f);
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}
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void SetColorAlpha(PalEntry pe, float alpha = 1.f, int desat = 0)
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{
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const float scale = 1.0f / 255.0f;
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mStreamData.uVertexColor = { pe.r * scale, pe.g * scale, pe.b * scale, alpha };
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mStreamData.uDesaturationFactor = desat * (1.0f / 255.0f);
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}
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void ResetColor()
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{
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mStreamData.uVertexColor = { 1.0f, 1.0f, 1.0f, 1.0f };
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mStreamData.uDesaturationFactor = 0.0f;
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}
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void SetTextureMode(int mode)
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{
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mTextureMode = mode;
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}
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void SetTextureMode(FRenderStyle style)
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{
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if (style.Flags & STYLEF_RedIsAlpha)
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{
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SetTextureMode(TM_ALPHATEXTURE);
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}
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else if (style.Flags & STYLEF_ColorIsFixed)
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{
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SetTextureMode(TM_STENCIL);
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}
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else if (style.Flags & STYLEF_InvertSource)
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{
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SetTextureMode(TM_INVERSE);
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}
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}
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int GetTextureMode()
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{
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return mTextureMode;
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}
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void EnableTexture(bool on)
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{
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mTextureEnabled = on;
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}
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void EnableFog(uint8_t on)
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{
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mFogEnabled = on;
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}
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void SetEffect(int eff)
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{
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mSpecialEffect = eff;
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}
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void EnableGlow(bool on)
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{
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if (mGlowEnabled && !on)
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{
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mStreamData.uGlowTopColor = { 0.0f, 0.0f, 0.0f, 0.0f };
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mStreamData.uGlowBottomColor = { 0.0f, 0.0f, 0.0f, 0.0f };
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}
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mGlowEnabled = on;
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}
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void EnableGradient(bool on)
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{
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mGradientEnabled = on;
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}
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void EnableBrightmap(bool on)
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{
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mBrightmapEnabled = on;
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}
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void EnableSplit(bool on)
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{
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if (mSplitEnabled && !on)
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{
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mStreamData.uSplitTopPlane = { 0.0f, 0.0f, 0.0f, 0.0f };
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mStreamData.uSplitBottomPlane = { 0.0f, 0.0f, 0.0f, 0.0f };
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}
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mSplitEnabled = on;
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}
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void EnableModelMatrix(bool on)
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{
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mModelMatrixEnabled = on;
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}
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void EnableTextureMatrix(bool on)
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{
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mTextureMatrixEnabled = on;
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}
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void SetGlowParams(float *t, float *b)
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{
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mStreamData.uGlowTopColor = { t[0], t[1], t[2], t[3] };
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mStreamData.uGlowBottomColor = { b[0], b[1], b[2], b[3] };
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}
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void SetSoftLightLevel(int llevel, int blendfactor = 0)
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{
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if (blendfactor == 0) mLightParms[3] = llevel / 255.f;
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else mLightParms[3] = -1.f;
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}
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void SetNoSoftLightLevel()
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{
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mLightParms[3] = -1.f;
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}
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|
||||
void SetGlowPlanes(const FVector4 &tp, const FVector4& bp)
|
||||
{
|
||||
mStreamData.uGlowTopPlane = tp;
|
||||
mStreamData.uGlowBottomPlane = bp;
|
||||
}
|
||||
|
||||
void SetGradientPlanes(const FVector4& tp, const FVector4& bp)
|
||||
{
|
||||
mStreamData.uGradientTopPlane = tp;
|
||||
mStreamData.uGradientBottomPlane = bp;
|
||||
}
|
||||
|
||||
void SetSplitPlanes(const FVector4& tp, const FVector4& bp)
|
||||
{
|
||||
mStreamData.uSplitTopPlane = tp;
|
||||
mStreamData.uSplitBottomPlane = bp;
|
||||
}
|
||||
|
||||
void SetDetailParms(float xscale, float yscale, float bias)
|
||||
{
|
||||
mStreamData.uDetailParms = { xscale, yscale, bias, 0 };
|
||||
}
|
||||
|
||||
void SetDynLight(float r, float g, float b)
|
||||
{
|
||||
mStreamData.uDynLightColor = { r, g, b, 0.0f };
|
||||
}
|
||||
|
||||
void SetObjectColor(PalEntry pe)
|
||||
{
|
||||
mStreamData.uObjectColor = pe;
|
||||
}
|
||||
|
||||
void SetObjectColor2(PalEntry pe)
|
||||
{
|
||||
mStreamData.uObjectColor2 = pe;
|
||||
}
|
||||
|
||||
void SetAddColor(PalEntry pe)
|
||||
{
|
||||
mStreamData.uAddColor = pe;
|
||||
}
|
||||
|
||||
void ApplyTextureManipulation(TextureManipulation* texfx)
|
||||
{
|
||||
if (!texfx || texfx->AddColor.a == 0)
|
||||
{
|
||||
mStreamData.uTextureAddColor.a = 0; // we only need to set the flags to 0
|
||||
}
|
||||
else
|
||||
{
|
||||
// set up the whole thing
|
||||
mStreamData.uTextureAddColor.SetIA(texfx->AddColor);
|
||||
auto pe = texfx->ModulateColor;
|
||||
mStreamData.uTextureModulateColor.SetFlt(pe.r * pe.a / 255.f, pe.g * pe.a / 255.f, pe.b * pe.a / 255.f, texfx->DesaturationFactor);
|
||||
mStreamData.uTextureBlendColor = texfx->BlendColor;
|
||||
}
|
||||
}
|
||||
|
||||
void SetFog(PalEntry c, float d)
|
||||
{
|
||||
const float LOG2E = 1.442692f; // = 1/log(2)
|
||||
mFogColor = c;
|
||||
mStreamData.uFogColor = mFogColor;
|
||||
if (d >= 0.0f) mLightParms[2] = d * (-LOG2E / 64000.f);
|
||||
}
|
||||
|
||||
void SetLightParms(float f, float d)
|
||||
{
|
||||
mLightParms[1] = f;
|
||||
mLightParms[0] = d;
|
||||
}
|
||||
|
||||
PalEntry GetFogColor() const
|
||||
{
|
||||
return mFogColor;
|
||||
}
|
||||
|
||||
void AlphaFunc(int func, float thresh)
|
||||
{
|
||||
if (func == Alpha_Greater) mAlphaThreshold = thresh;
|
||||
else mAlphaThreshold = thresh - 0.001f;
|
||||
}
|
||||
|
||||
void SetLightIndex(int index)
|
||||
{
|
||||
mLightIndex = index;
|
||||
}
|
||||
|
||||
void SetRenderStyle(FRenderStyle rs)
|
||||
{
|
||||
mRenderStyle = rs;
|
||||
}
|
||||
|
||||
void SetRenderStyle(ERenderStyle rs)
|
||||
{
|
||||
mRenderStyle = rs;
|
||||
}
|
||||
|
||||
void SetDepthBias(float a, float b)
|
||||
{
|
||||
mBias.mFactor = a;
|
||||
mBias.mUnits = b;
|
||||
mBias.mChanged = true;
|
||||
}
|
||||
|
||||
void ClearDepthBias()
|
||||
{
|
||||
mBias.mFactor = 0;
|
||||
mBias.mUnits = 0;
|
||||
mBias.mChanged = true;
|
||||
}
|
||||
|
||||
void SetMaterial(FMaterial *mat, int clampmode, int translation, int overrideshader)
|
||||
{
|
||||
mMaterial.mMaterial = mat;
|
||||
mMaterial.mClampMode = clampmode;
|
||||
mMaterial.mTranslation = translation;
|
||||
mMaterial.mOverrideShader = overrideshader;
|
||||
mMaterial.mChanged = true;
|
||||
mTextureModeFlags = mat->GetLayerFlags();
|
||||
}
|
||||
|
||||
void SetMaterial(FGameTexture* tex, EUpscaleFlags upscalemask, int scaleflags, int clampmode, int translation, int overrideshader)
|
||||
{
|
||||
if (shouldUpscale(tex, upscalemask)) scaleflags |= CTF_Upscale;
|
||||
SetMaterial(FMaterial::ValidateTexture(tex, scaleflags), clampmode, translation, overrideshader);
|
||||
}
|
||||
|
||||
void SetClipSplit(float bottom, float top)
|
||||
{
|
||||
mClipSplit[0] = bottom;
|
||||
mClipSplit[1] = top;
|
||||
}
|
||||
|
||||
void SetClipSplit(float *vals)
|
||||
{
|
||||
memcpy(mClipSplit, vals, 2 * sizeof(float));
|
||||
}
|
||||
|
||||
void GetClipSplit(float *out)
|
||||
{
|
||||
memcpy(out, mClipSplit, 2 * sizeof(float));
|
||||
}
|
||||
|
||||
void ClearClipSplit()
|
||||
{
|
||||
mClipSplit[0] = -1000000.f;
|
||||
mClipSplit[1] = 1000000.f;
|
||||
}
|
||||
|
||||
void SetVertexBuffer(IVertexBuffer *vb, int offset0, int offset1)
|
||||
{
|
||||
assert(vb);
|
||||
mVertexBuffer = vb;
|
||||
mVertexOffsets[0] = offset0;
|
||||
mVertexOffsets[1] = offset1;
|
||||
}
|
||||
|
||||
void SetIndexBuffer(IIndexBuffer *ib)
|
||||
{
|
||||
mIndexBuffer = ib;
|
||||
}
|
||||
|
||||
template <class T> void SetVertexBuffer(T *buffer)
|
||||
{
|
||||
auto ptrs = buffer->GetBufferObjects();
|
||||
SetVertexBuffer(ptrs.first, 0, 0);
|
||||
SetIndexBuffer(ptrs.second);
|
||||
}
|
||||
|
||||
void SetInterpolationFactor(float fac)
|
||||
{
|
||||
mStreamData.uInterpolationFactor = fac;
|
||||
}
|
||||
|
||||
float GetInterpolationFactor()
|
||||
{
|
||||
return mStreamData.uInterpolationFactor;
|
||||
}
|
||||
|
||||
void EnableDrawBufferAttachments(bool on) // Used by fog boundary drawer
|
||||
{
|
||||
EnableDrawBuffers(on ? GetPassDrawBufferCount() : 1);
|
||||
}
|
||||
|
||||
int GetPassDrawBufferCount()
|
||||
{
|
||||
return mPassType == GBUFFER_PASS ? 3 : 1;
|
||||
}
|
||||
|
||||
void SetPassType(EPassType passType)
|
||||
{
|
||||
mPassType = passType;
|
||||
}
|
||||
|
||||
EPassType GetPassType()
|
||||
{
|
||||
return mPassType;
|
||||
}
|
||||
|
||||
// API-dependent render interface
|
||||
|
||||
// Draw commands
|
||||
virtual void ClearScreen() = 0;
|
||||
virtual void Draw(int dt, int index, int count, bool apply = true) = 0;
|
||||
virtual void DrawIndexed(int dt, int index, int count, bool apply = true) = 0;
|
||||
|
||||
// Immediate render state change commands. These only change infrequently and should not clutter the render state.
|
||||
virtual bool SetDepthClamp(bool on) = 0; // Deactivated only by skyboxes.
|
||||
virtual void SetDepthMask(bool on) = 0; // Used by decals and indirectly by portal setup.
|
||||
virtual void SetDepthFunc(int func) = 0; // Used by models, portals and mirror surfaces.
|
||||
virtual void SetDepthRange(float min, float max) = 0; // Used by portal setup.
|
||||
virtual void SetColorMask(bool r, bool g, bool b, bool a) = 0; // Used by portals.
|
||||
virtual void SetStencil(int offs, int op, int flags=-1) = 0; // Used by portal setup and render hacks.
|
||||
virtual void SetCulling(int mode) = 0; // Used by model drawer only.
|
||||
virtual void EnableClipDistance(int num, bool state) = 0; // Use by sprite sorter for vertical splits.
|
||||
virtual void Clear(int targets) = 0; // not used during normal rendering
|
||||
virtual void EnableStencil(bool on) = 0; // always on for 3D, always off for 2D
|
||||
virtual void SetScissor(int x, int y, int w, int h) = 0; // constant for 3D, changes for 2D
|
||||
virtual void SetViewport(int x, int y, int w, int h) = 0; // constant for all 3D and all 2D
|
||||
virtual void EnableDepthTest(bool on) = 0; // used by 2D, portals and render hacks.
|
||||
virtual void EnableMultisampling(bool on) = 0; // only active for 2D
|
||||
virtual void EnableLineSmooth(bool on) = 0; // constant setting for each 2D drawer operation
|
||||
virtual void EnableDrawBuffers(int count, bool apply = false) = 0; // Used by SSAO and EnableDrawBufferAttachments
|
||||
|
||||
void SetColorMask(bool on)
|
||||
{
|
||||
SetColorMask(on, on, on, on);
|
||||
}
|
||||
|
||||
};
|
||||
|
33
source/common/rendering/hwrenderer/data/renderqueue.h
Normal file
33
source/common/rendering/hwrenderer/data/renderqueue.h
Normal file
|
@ -0,0 +1,33 @@
|
|||
#pragma once
|
||||
|
||||
#include <stdint.h>
|
||||
#include "tflags.h"
|
||||
|
||||
// A render queue is what contains all render commands.
|
||||
// On Vulkan there can be several of them so this interface is needed to allow for the needed parallelism.
|
||||
// On OpenGL the render state is global so all this will do is to translate the system independent calls into OpenGL API calls.
|
||||
|
||||
enum class ColormaskBits
|
||||
{
|
||||
RED = 1,
|
||||
GREEN = 2,
|
||||
BLUE = 4,
|
||||
ALPHA = 8
|
||||
};
|
||||
|
||||
typedef TFlags<ColormaskBits, uint8_t> Colormask;
|
||||
|
||||
class IRenderQueue
|
||||
{
|
||||
Colormask mColorMask;
|
||||
|
||||
|
||||
Colormask GetColorMask() const
|
||||
{
|
||||
return mColorMask;
|
||||
}
|
||||
|
||||
virtual void SetColorMask(Colormask mask) = 0;
|
||||
|
||||
|
||||
};
|
154
source/common/rendering/hwrenderer/data/shaderuniforms.h
Normal file
154
source/common/rendering/hwrenderer/data/shaderuniforms.h
Normal file
|
@ -0,0 +1,154 @@
|
|||
#pragma once
|
||||
|
||||
#include <vector>
|
||||
#include "hwrenderer/data/buffers.h"
|
||||
#include "v_video.h"
|
||||
|
||||
enum
|
||||
{
|
||||
LIGHTBUF_BINDINGPOINT = 1,
|
||||
POSTPROCESS_BINDINGPOINT = 2,
|
||||
VIEWPOINT_BINDINGPOINT = 3,
|
||||
LIGHTNODES_BINDINGPOINT = 4,
|
||||
LIGHTLINES_BINDINGPOINT = 5,
|
||||
LIGHTLIST_BINDINGPOINT = 6
|
||||
};
|
||||
|
||||
enum class UniformType
|
||||
{
|
||||
Int,
|
||||
UInt,
|
||||
Float,
|
||||
Vec2,
|
||||
Vec3,
|
||||
Vec4,
|
||||
IVec2,
|
||||
IVec3,
|
||||
IVec4,
|
||||
UVec2,
|
||||
UVec3,
|
||||
UVec4,
|
||||
Mat4
|
||||
};
|
||||
|
||||
class UniformFieldDesc
|
||||
{
|
||||
public:
|
||||
UniformFieldDesc() { }
|
||||
UniformFieldDesc(const char *name, UniformType type, std::size_t offset) : Name(name), Type(type), Offset(offset) { }
|
||||
|
||||
const char *Name;
|
||||
UniformType Type;
|
||||
std::size_t Offset;
|
||||
};
|
||||
|
||||
class UniformBlockDecl
|
||||
{
|
||||
public:
|
||||
static FString Create(const char *name, const std::vector<UniformFieldDesc> &fields, int bindingpoint)
|
||||
{
|
||||
FString decl;
|
||||
FString layout;
|
||||
if (bindingpoint == -1)
|
||||
{
|
||||
layout = "push_constant";
|
||||
}
|
||||
else if (screen->glslversion < 4.20)
|
||||
{
|
||||
layout = "std140";
|
||||
}
|
||||
else
|
||||
{
|
||||
layout.Format("std140, binding = %d", bindingpoint);
|
||||
}
|
||||
decl.Format("layout(%s) uniform %s\n{\n", layout.GetChars(), name);
|
||||
for (size_t i = 0; i < fields.size(); i++)
|
||||
{
|
||||
decl.AppendFormat("\t%s %s;\n", GetTypeStr(fields[i].Type), fields[i].Name);
|
||||
}
|
||||
decl += "};\n";
|
||||
|
||||
return decl;
|
||||
}
|
||||
|
||||
private:
|
||||
static const char *GetTypeStr(UniformType type)
|
||||
{
|
||||
switch (type)
|
||||
{
|
||||
default:
|
||||
case UniformType::Int: return "int";
|
||||
case UniformType::UInt: return "uint";
|
||||
case UniformType::Float: return "float";
|
||||
case UniformType::Vec2: return "vec2";
|
||||
case UniformType::Vec3: return "vec3";
|
||||
case UniformType::Vec4: return "vec4";
|
||||
case UniformType::IVec2: return "ivec2";
|
||||
case UniformType::IVec3: return "ivec3";
|
||||
case UniformType::IVec4: return "ivec4";
|
||||
case UniformType::UVec2: return "uvec2";
|
||||
case UniformType::UVec3: return "uvec3";
|
||||
case UniformType::UVec4: return "uvec4";
|
||||
case UniformType::Mat4: return "mat4";
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
template<typename T, int bindingpoint>
|
||||
class ShaderUniforms
|
||||
{
|
||||
public:
|
||||
ShaderUniforms()
|
||||
{
|
||||
memset(&Values, 0, sizeof(Values));
|
||||
}
|
||||
|
||||
~ShaderUniforms()
|
||||
{
|
||||
if (mBuffer != nullptr)
|
||||
delete mBuffer;
|
||||
}
|
||||
|
||||
int BindingPoint() const
|
||||
{
|
||||
return bindingpoint;
|
||||
}
|
||||
|
||||
FString CreateDeclaration(const char *name, const std::vector<UniformFieldDesc> &fields)
|
||||
{
|
||||
mFields = fields;
|
||||
return UniformBlockDecl::Create(name, fields, bindingpoint);
|
||||
}
|
||||
|
||||
void Init()
|
||||
{
|
||||
if (mBuffer == nullptr)
|
||||
mBuffer = screen->CreateDataBuffer(bindingpoint, false, false);
|
||||
}
|
||||
|
||||
void SetData()
|
||||
{
|
||||
if (mBuffer != nullptr)
|
||||
mBuffer->SetData(sizeof(T), &Values);
|
||||
}
|
||||
|
||||
IDataBuffer* GetBuffer() const
|
||||
{
|
||||
// OpenGL needs to mess around with this in ways that should not be part of the interface.
|
||||
return mBuffer;
|
||||
}
|
||||
|
||||
T *operator->() { return &Values; }
|
||||
const T *operator->() const { return &Values; }
|
||||
|
||||
T Values;
|
||||
|
||||
private:
|
||||
ShaderUniforms(const ShaderUniforms &) = delete;
|
||||
ShaderUniforms &operator=(const ShaderUniforms &) = delete;
|
||||
|
||||
IDataBuffer *mBuffer = nullptr;
|
||||
std::vector<UniformFieldDesc> mFields;
|
||||
};
|
||||
|
||||
|
Loading…
Add table
Add a link
Reference in a new issue