// //--------------------------------------------------------------------------- // // Copyright(C) 2009-2016 Christoph Oelckers // All rights reserved. // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU Lesser General Public License as published by // the Free Software Foundation, either version 2 of the License, or // (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU Lesser General Public License for more details. // // You should have received a copy of the GNU Lesser General Public License // along with this program. If not, see http://www.gnu.org/licenses/ // //-------------------------------------------------------------------------- // #ifndef __GL_RENDERSTATE_H #define __GL_RENDERSTATE_H #include #include #include "matrix.h" #include "hw_renderstate.h" #include "hw_material.h" #include "c_cvars.h" #include "hwrenderer/data/hw_viewpointuniforms.h" namespace OpenGLESRenderer { class FShader; struct HWSectorPlane; class FGLRenderState final : public FRenderState { uint8_t mLastDepthClamp : 1; float mGlossiness, mSpecularLevel; float mShaderTimer; int mEffectState; int mTempTM = TM_NORMAL; FRenderStyle stRenderStyle; int stSrcBlend, stDstBlend; bool stAlphaTest; bool stSplitEnabled; int stBlendEquation; FShader *activeShader; int mNumDrawBuffers = 1; bool ApplyShader(); void ApplyState(); // Texture binding state FMaterial *lastMaterial = nullptr; int lastClamp = 0; int lastTranslation = 0; int maxBoundMaterial = -1; size_t mLastMappedLightIndex = SIZE_MAX; size_t mLastMappedBoneIndexBase = SIZE_MAX; IVertexBuffer *mCurrentVertexBuffer; int mCurrentVertexOffsets[2]; // one per binding point IIndexBuffer *mCurrentIndexBuffer; HWViewpointUniforms* mHwUniforms = nullptr; public: FGLRenderState() { Reset(); } void Reset(); void ClearLastMaterial() { lastMaterial = nullptr; } void ApplyMaterial(FMaterial *mat, int clampmode, int translation, int overrideshader); void Apply(); void ApplyBuffers(); void ApplyBlendMode(); void ResetVertexBuffer() { // forces rebinding with the next 'apply' call. mCurrentVertexBuffer = nullptr; mCurrentIndexBuffer = nullptr; } void SetSpecular(float glossiness, float specularLevel) { mGlossiness = glossiness; mSpecularLevel = specularLevel; } void EnableDrawBuffers(int count, bool apply = false) override { } void ToggleState(int state, bool on); void ClearScreen() override; void Draw(int dt, int index, int count, bool apply = true) override; void DrawIndexed(int dt, int index, int count, bool apply = true) override; bool SetDepthClamp(bool on) override; void SetDepthMask(bool on) override; void SetDepthFunc(int func) override; void SetDepthRange(float min, float max) override; void SetColorMask(bool r, bool g, bool b, bool a) override; void SetStencil(int offs, int op, int flags) override; void SetCulling(int mode) override; void EnableClipDistance(int num, bool state) override; void Clear(int targets) override; void EnableStencil(bool on) override; void SetScissor(int x, int y, int w, int h) override; void SetViewport(int x, int y, int w, int h) override; void EnableDepthTest(bool on) override; void EnableMultisampling(bool on) override; void EnableLineSmooth(bool on) override; void ApplyViewport(void* data); }; extern FGLRenderState gl_RenderState; } #endif