#pragma once #include #include #include #include #include "gl_samplers.h" #include "gl_hwtexture.h" #include "gl_renderstate.h" #include "matrix.h" #include "palentry.h" #include "renderstyle.h" class FSamplerManager; class FShader; class PolymostShader; class SurfaceShader; class FTexture; class GLInstance; class F2DDrawer; struct PaletteData { int32_t crc32; PalEntry colors[256]; bool shadesdone; int whiteindex, blackindex; FHardwareTexture* paltexture; }; struct PalShade { int palindex; float mulshade, addshade; }; struct PalswapData { int32_t crc32; const uint8_t *lookup; // points to the original data. This is static so no need to copy FHardwareTexture* swaptexture; PalEntry fadeColor; }; enum { PALSWAP_TEXTURE_SIZE = 2048 }; class PaletteManager { // The current engine limit is 256 palettes and 256 palswaps. uint32_t palettemap[256] = {}; uint32_t palswapmap[256] = {}; float addshade[256] = {}; float mulshade[256] = {}; uint32_t lastindex = ~0u; uint32_t lastsindex = ~0u; int numshades = 1; // All data is being stored in contiguous blocks that can be used as uniform buffers as-is. TArray palettes; TArray palswaps; TMap swappedpalmap; FHardwareTexture* palswapTexture = nullptr; GLInstance* const inst; //OpenGLRenderer::GLDataBuffer* palswapBuffer = nullptr; unsigned FindPalswap(const uint8_t* paldata); public: PaletteManager(GLInstance *inst_) : inst(inst_) {} ~PaletteManager(); void DeleteAll(); void DeleteAllTextures(); void SetPalette(int index, const uint8_t *data); void SetPalswapData(int index, const uint8_t* data, int numshades); void BindPalette(int index); void BindPalswap(int index); int ActivePalswap() const { return lastsindex; } int LookupPalette(int palette, int palswap, bool brightmap); const PalEntry *GetPaletteData(int palid) const { return palettes[palid].colors; } unsigned FindPalette(const uint8_t* paldata); }; 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_Detail, Matrix_Texture, // 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 EWinding { Winding_CCW, Winding_CW }; enum ETexType { TT_INDEXED, TT_TRUECOLOR, TT_HICREPLACE, TT_BRIGHTMAP }; struct ImDrawData; class GLInstance { enum { MAX_TEXTURES = 15, // slot 15 is used internally and not available. THCACHESIZE = 200, }; std::vector 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; PaletteManager palmanager; int lastPalswapIndex = -1; FHardwareTexture* texv; FTexture* currentTexture = nullptr; int TextureType; int MatrixChange = 0; IVertexBuffer* LastVertexBuffer = nullptr; int LastVB_Offset[2] = {}; IIndexBuffer* LastIndexBuffer = nullptr; VSMatrix matrices[NUMMATRICES]; PolymostRenderState renderState; FShader* activeShader; PolymostShader* polymostShader; SurfaceShader* surfaceShader; FShader* vpxShader; public: glinfo_t glinfo; FSamplerManager *mSamplers; void Init(int y); void InitGLState(int fogmode, int multisample); void LoadPolymostShader(); void LoadSurfaceShader(); void LoadVPXShader(); void Draw2D(F2DDrawer* drawer); void DrawImGui(ImDrawData*); void Deinit(); static int GetTexDimension(int value) { //if (value > gl.max_texturesize) return gl.max_texturesize; return value; } GLInstance(); std::pair 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 EnableDepthTest(bool on); void EnableMultisampling(bool on); void SetVertexBuffer(IVertexBuffer* vb, int offset1, int offset2) { renderState.VertexBuffer = vb; renderState.VB_Offset[0] = offset1; renderState.VB_Offset[1] = offset2; } void SetIndexBuffer(IIndexBuffer* vb) { renderState.IndexBuffer = vb; } 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(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 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 SetWireframe(bool on); void SetPolymostShader(); void SetSurfaceShader(); void SetVPXShader(); void SetPalette(int palette); bool ApplyTextureProps(FTexture *tex, int pal); void RestoreTextureProps(); void ReadPixels(int w, int h, uint8_t* buffer); void SetPaletteData(int index, const uint8_t* data) { palmanager.SetPalette(index, data); } void SetPalswapData(int index, const uint8_t* data, int numshades) { palmanager.SetPalswapData(index, data, numshades); } void SetPalswap(int index); int GetClamp() { return 0;// int(renderState.Clamp[0] + 2 * renderState.Clamp[1]); } void SetClamp(int clamp) { // This option is totally pointless and should be removed. //renderState.Clamp[0] = clamp & 1; //renderState.Clamp[1] = !!(clamp & 2); } void SetShade(int32_t shade, int numshades) { renderState.Shade = shade; renderState.NumShades = numshades; } void SetShadeDiv(int value) { renderState.ShadeDiv = 1.f / value; // There's 3 values here: Blood uses 62 with numShades = 64, Ion Fury uses 30 with NumShades = 32, the other games use 26 with NumShades = 32. } void SetVisibility(float visibility, float fviewingrange) { renderState.VisFactor = visibility* fviewingrange* (1.f / (64.f * 65536.f)); } void UseColorOnly(bool yes) { if (yes) renderState.Flags |= RF_ColorOnly; else renderState.Flags &= ~RF_ColorOnly; } void UseDetailMapping(bool yes) { if (yes) renderState.Flags |= RF_DetailMapping; else renderState.Flags &= ~RF_DetailMapping; } void UseGlowMapping(bool yes) { if (yes) renderState.Flags |= RF_GlowMapping; else renderState.Flags &= ~RF_GlowMapping; } void UseBrightmaps(bool yes) { if (yes) renderState.Flags |= RF_Brightmapping; else renderState.Flags &= ~RF_Brightmapping; } void SetNpotEmulation(bool yes, float factor, float xOffset) { if (yes) { renderState.Flags |= RF_NPOTEmulation; renderState.NPOTEmulationFactor = factor; renderState.NPOTEmulationXOffset = xOffset; } else renderState.Flags &= ~RF_NPOTEmulation; } void SetShadeInterpolate(int32_t yes) { if (yes) renderState.Flags |= RF_ShadeInterpolate; else renderState.Flags &= ~RF_ShadeInterpolate; } void SetFadeColor(PalEntry color) { renderState.FogColor = color; }; void SetFadeDisable(bool yes) { if (yes) renderState.Flags |= RF_FogDisabled; else renderState.Flags &= ~RF_FogDisabled; } void SetBrightness(int brightness) { renderState.Brightness = 8.f / (brightness + 8.f); } void SetTinting(int flags, PalEntry color, PalEntry modulateColor) { // not yet implemented. } void SetBasepalTint(PalEntry color) { // not yet implemented - only relevant for hires replacements. } int GetPaletteIndex(PalEntry* palette) { return palmanager.FindPalette((uint8_t*)palette); } void EnableAlphaTest(bool on) { renderState.AlphaTest = on; } void SetAlphaThreshold(float al) { renderState.AlphaThreshold = al; } FHardwareTexture* CreateIndexedTexture(FTexture* tex); FHardwareTexture* CreateTrueColorTexture(FTexture* tex, int palid, bool checkfulltransparency = false, bool rgb8bit = false); FHardwareTexture *LoadTexture(FTexture* tex, int texturetype, int palid); bool SetTextureInternal(int globalpicnum, FTexture* tex, int palette, int method, int sampleroverride, float xpanning, float ypanning, FTexture *det, float detscale, FTexture *glow); bool SetNamedTexture(FTexture* tex, int palette, int sampleroverride); bool SetTexture(int globalpicnum, FTexture* tex, int palette, int method, int sampleroverride) { return SetTextureInternal(globalpicnum, tex, palette, method, sampleroverride, 0, 0, nullptr, 1, nullptr); } bool SetModelTexture(FTexture *tex, int palette, float xpanning, float ypanning, FTexture *det, float detscale, FTexture *glow) { return SetTextureInternal(-1, tex, palette, 8/*DAMETH_MODEL*/, -1, xpanning, ypanning, det, detscale, glow); } }; extern GLInstance GLInterface;