mirror of
https://github.com/ZDoom/Raze.git
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513 lines
13 KiB
C++
513 lines
13 KiB
C++
/*
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** glbackend.cpp
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**
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** OpenGL API abstraction
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**
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**---------------------------------------------------------------------------
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** Copyright 2019 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include <memory>
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#include "glad/glad.h"
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#include "glbackend.h"
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#include "gl_samplers.h"
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#include "gl_shader.h"
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#include "textures.h"
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#include "palette.h"
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#include "baselayer.h"
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#include "resourcefile.h"
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std::unique_ptr<FResourceFile> engine_res;
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// The resourge manager in cache1d is far too broken to add some arbitrary file without some adjustment.
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// For now, keep this file here, until the resource management can be redone in a more workable fashion.
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extern FString progdir;
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void InitBaseRes()
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{
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if (!engine_res)
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{
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// If we get here for the first time, load the engine-internal data.
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FString baseres = progdir + "demolition.pk3";
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engine_res.reset(FResourceFile::OpenResourceFile(baseres, true, true));
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if (!engine_res)
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{
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FStringf msg("Engine resources (%s) not found", baseres.GetChars());
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wm_msgbox("Fatal error", msg.GetChars());
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exit(-1);
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}
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}
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}
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FileReader GetBaseResource(const char* fn)
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{
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auto lump = engine_res->FindLump(fn);
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if (!lump)
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{
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wm_msgbox("Fatal error", "Base resource '%s' not found", fn);
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exit(-1);
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}
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return lump->NewReader();
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}
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GLInstance GLInterface;
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GLInstance::GLInstance()
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:palmanager(this)
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{
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}
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void GLInstance::Init()
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{
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InitBaseRes();
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if (!mSamplers)
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{
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mSamplers = new FSamplerManager;
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memset(LastBoundTextures, 0, sizeof(LastBoundTextures));
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}
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glinfo.vendor = (const char*)glGetString(GL_VENDOR);
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glinfo.renderer = (const char*)glGetString(GL_RENDERER);
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glinfo.version = (const char*)glGetString(GL_VERSION);
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glinfo.extensions = (const char*)glGetString(GL_EXTENSIONS);
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glinfo.bufferstorage = !!strstr(glinfo.extensions, "GL_ARB_buffer_storage");
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glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &glinfo.maxanisotropy);
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if (!glinfo.dumped)
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{
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osdcmd_glinfo(NULL);
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glinfo.dumped = 1;
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}
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new(&renderState) PolymostRenderState; // reset to defaults.
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try
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{
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LoadSurfaceShader();
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LoadVPXShader();
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LoadPolymostShader();
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}
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catch (const std::runtime_error& err)
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{
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// This is far from an optimal solution but at this point the only way to get the error out.
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wm_msgbox(nullptr, "Shader compilation failed: %s", err.what());
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exit(1);
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}
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}
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void GLInstance::LoadPolymostShader()
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{
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auto fr1 = GetBaseResource("demolition/shaders/glsl/polymost.vp");
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TArray<uint8_t> Vert = fr1.Read();
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fr1 = GetBaseResource("demolition/shaders/glsl/polymost.fp");
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TArray<uint8_t> Frag = fr1.Read();
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// Zero-terminate both strings.
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Vert.Push(0);
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Frag.Push(0);
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polymostShader = new PolymostShader();
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polymostShader->Load("PolymostShader", (const char*)Vert.Data(), (const char*)Frag.Data());
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SetPolymostShader();
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}
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void GLInstance::LoadVPXShader()
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{
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auto fr1 = GetBaseResource("demolition/shaders/glsl/animvpx.vp");
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TArray<uint8_t> Vert = fr1.Read();
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fr1 = GetBaseResource("demolition/shaders/glsl/animvpx.fp");
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TArray<uint8_t> Frag = fr1.Read();
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// Zero-terminate both strings.
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Vert.Push(0);
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Frag.Push(0);
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vpxShader = new FShader();
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vpxShader->Load("VPXShader", (const char*)Vert.Data(), (const char*)Frag.Data());
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}
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void GLInstance::LoadSurfaceShader()
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{
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auto fr1 = GetBaseResource("demolition/shaders/glsl/glsurface.vp");
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TArray<uint8_t> Vert = fr1.Read();
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fr1 = GetBaseResource("demolition/shaders/glsl/glsurface.fp");
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TArray<uint8_t> Frag = fr1.Read();
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// Zero-terminate both strings.
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Vert.Push(0);
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Frag.Push(0);
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surfaceShader = new SurfaceShader();
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surfaceShader->Load("SurfaceShader", (const char*)Vert.Data(), (const char*)Frag.Data());
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}
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void GLInstance::InitGLState(int fogmode, int multisample)
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{
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glShadeModel(GL_SMOOTH); // GL_FLAT
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glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
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glDisable(GL_DITHER);
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glEnable(GL_TEXTURE_2D);
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glHint(GL_FOG_HINT, GL_NICEST);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glPixelStorei(GL_PACK_ALIGNMENT, 1);
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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glEnable(GL_DEPTH_CLAMP);
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if (multisample > 0 )
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{
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glHint(GL_MULTISAMPLE_FILTER_HINT_NV, GL_NICEST);
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glEnable(GL_MULTISAMPLE);
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}
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glGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxTextureSize);
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}
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void GLInstance::Deinit()
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{
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if (mSamplers) delete mSamplers;
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mSamplers = nullptr;
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if (polymostShader) delete polymostShader;
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polymostShader = nullptr;
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if (surfaceShader) delete surfaceShader;
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surfaceShader = nullptr;
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if (vpxShader) delete vpxShader;
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vpxShader = nullptr;
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activeShader = nullptr;
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palmanager.DeleteAll();
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lastPalswapIndex = -1;
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}
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std::pair<size_t, BaseVertex *> GLInstance::AllocVertices(size_t num)
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{
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Buffer.resize(num);
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return std::make_pair((size_t)0, Buffer.data());
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}
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void GLInstance::RestoreTextureProps()
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{
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// todo: reset everything that's needed to ensure proper functionality
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VSMatrix identity(0);
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if (MatrixChange & 1) GLInterface.SetMatrix(Matrix_Texture, &identity);
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if (MatrixChange & 2) GLInterface.SetMatrix(Matrix_Detail, &identity);
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MatrixChange = 0;
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}
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static GLint primtypes[] =
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{
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GL_TRIANGLES,
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GL_TRIANGLE_STRIP,
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GL_TRIANGLE_FAN,
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GL_QUADS,
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GL_LINES
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};
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void GLInstance::Draw(EDrawType type, size_t start, size_t count)
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{
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// Todo: Based on the current tinting flags and the texture type (indexed texture and APPLYOVERPALSWAP not set) this may have to reset the palette for the draw call / texture creation.
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bool applied = false;
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if (activeShader == polymostShader)
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{
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renderState.UsePalette = texv && texv->isIndexed();
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renderState.Apply(polymostShader);
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}
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glBegin(primtypes[type]);
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auto p = &Buffer[start];
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for (size_t i = 0; i < count; i++, p++)
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{
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glVertexAttrib2f(1, p->u, p->v);
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glVertexAttrib3f(0, p->x, p->y, p->z);
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}
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glEnd();
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if (MatrixChange) RestoreTextureProps();
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}
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int GLInstance::GetTextureID()
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{
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uint32_t id = 0;
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glGenTextures(1, &id);
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return id;
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}
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FHardwareTexture* GLInstance::NewTexture()
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{
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return new FHardwareTexture;
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}
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void GLInstance::BindTexture(int texunit, FHardwareTexture *tex, int sampler)
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{
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if (!tex) return;
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if (texunit != 0) glActiveTexture(GL_TEXTURE0 + texunit);
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glBindTexture(GL_TEXTURE_2D, tex->GetTextureHandle());
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mSamplers->Bind(texunit, sampler == NoSampler? tex->GetSampler() : sampler, 0);
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if (texunit != 0) glActiveTexture(GL_TEXTURE0);
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LastBoundTextures[texunit] = tex->GetTextureHandle();
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if (texunit == 0) texv = tex;
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}
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void GLInstance::UnbindTexture(int texunit)
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{
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if (LastBoundTextures[texunit] != 0)
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{
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if (texunit != 0) glActiveTexture(GL_TEXTURE0+texunit);
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glBindTexture(GL_TEXTURE_2D, 0);
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if (texunit != 0) glActiveTexture(GL_TEXTURE0);
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LastBoundTextures[texunit] = 0;
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}
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}
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void GLInstance::UnbindAllTextures()
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{
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for(int texunit = 0; texunit < MAX_TEXTURES; texunit++)
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{
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UnbindTexture(texunit);
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}
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}
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void GLInstance::EnableBlend(bool on)
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{
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if (on) glEnable (GL_BLEND);
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else glDisable (GL_BLEND);
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}
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void GLInstance::EnableAlphaTest(bool on)
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{
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if (on) glEnable (GL_ALPHA_TEST);
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else glDisable (GL_ALPHA_TEST);
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}
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void GLInstance::EnableDepthTest(bool on)
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{
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if (on) glEnable (GL_DEPTH_TEST);
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else glDisable (GL_DEPTH_TEST);
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}
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void GLInstance::SetMatrix(int num, const VSMatrix *mat)
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{
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matrices[num] = *mat;
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switch(num)
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{
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default:
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return;
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case Matrix_View:
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polymostShader->RotMatrix.Set(mat->get());
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break;
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case Matrix_Projection:
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polymostShader->ProjectionMatrix.Set(mat->get());
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break;
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case Matrix_ModelView:
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polymostShader->ModelMatrix.Set(mat->get());
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break;
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case Matrix_Detail:
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polymostShader->DetailMatrix.Set(mat->get());
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break;
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case Matrix_Texture:
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polymostShader->TextureMatrix.Set(mat->get());
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break;
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}
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}
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void GLInstance::EnableStencilWrite(int value)
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{
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glEnable(GL_STENCIL_TEST);
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glClear(GL_STENCIL_BUFFER_BIT);
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glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
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glStencilFunc(GL_ALWAYS, value, 0xFF);
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}
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void GLInstance::EnableStencilTest(int value)
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{
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glEnable(GL_STENCIL_TEST);
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glStencilFunc(GL_EQUAL, value, 0xFF);
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glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
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}
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void GLInstance::DisableStencil()
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{
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glDisable(GL_STENCIL_TEST);
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}
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void GLInstance::SetCull(int type, int winding)
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{
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if (type == Cull_None)
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{
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glDisable(GL_CULL_FACE);
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}
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else if (type == Cull_Front)
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{
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glFrontFace(winding == Winding_CW ? GL_CW : GL_CCW);
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glEnable(GL_CULL_FACE);
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glCullFace(GL_FRONT);
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}
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else if (type == Cull_Back)
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{
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glFrontFace(winding == Winding_CW ? GL_CW : GL_CCW);
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glEnable(GL_CULL_FACE);
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glCullFace(GL_BACK);
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}
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}
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void GLInstance::SetColor(float r, float g, float b, float a)
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{
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glVertexAttrib4f(2, r, g, b, a);
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}
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void GLInstance::SetDepthFunc(int func)
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{
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int f[] = { GL_ALWAYS, GL_LESS, GL_EQUAL, GL_LEQUAL };
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glDepthFunc(f[func]);
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}
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void GLInstance::SetFadeColor(PalEntry color)
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{
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renderState.FogColor[0] = color.r * (1 / 255.f);
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renderState.FogColor[1] = color.g * (1 / 255.f);
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renderState.FogColor[2] = color.b * (1 / 255.f);
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};
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void GLInstance::SetFadeDisable(bool on)
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{
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renderState.FogColor[3] = on;
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}
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void GLInstance::SetColorMask(bool on)
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{
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glColorMask(on, on, on, on);
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}
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void GLInstance::SetDepthMask(bool on)
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{
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glDepthMask(on);
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}
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static int blendstyles[] = { GL_ZERO, GL_ONE, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, GL_DST_COLOR, GL_ONE_MINUS_DST_COLOR, GL_DST_ALPHA, GL_ONE_MINUS_DST_ALPHA };
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void GLInstance::SetBlendFunc(int src, int dst)
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{
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glBlendFunc(blendstyles[src], blendstyles[dst]);
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}
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static int renderops[] = { GL_FUNC_ADD, GL_FUNC_SUBTRACT, GL_FUNC_REVERSE_SUBTRACT };
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void GLInstance::SetBlendOp(int op)
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{
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glBlendEquation(renderops[op]);
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}
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void GLInstance::ClearScreen(float r, float g, float b, bool depth)
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{
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glClearColor(r, g, b, 1.f);
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glClear(depth ? GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT : GL_COLOR_BUFFER_BIT);
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}
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void GLInstance::ClearDepth()
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{
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glClear(GL_DEPTH_BUFFER_BIT);
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}
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void GLInstance::SetAlphaThreshold(float al)
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{
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glAlphaFunc(GL_GREATER, al);
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}
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void GLInstance::SetViewport(int x, int y, int w, int h)
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{
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glViewport(x, y, w, h);
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}
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void GLInstance::SetWireframe(bool on)
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{
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glPolygonMode(GL_FRONT_AND_BACK,on? GL_LINE : GL_FILL);
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}
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void GLInstance::ReadPixels(int xdim, int ydim, uint8_t* buffer)
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{
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glReadPixels(0, 0, xdim, ydim, GL_RGB, GL_UNSIGNED_BYTE, buffer);
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}
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void GLInstance::SetPolymostShader()
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{
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if (activeShader != polymostShader)
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{
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polymostShader->Bind();
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activeShader = polymostShader;
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}
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}
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void GLInstance::SetSurfaceShader()
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{
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if (activeShader != surfaceShader)
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{
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surfaceShader->Bind();
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activeShader = surfaceShader;
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}
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}
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void GLInstance::SetVPXShader()
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{
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if (activeShader != vpxShader)
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{
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vpxShader->Bind();
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activeShader = vpxShader;
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}
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}
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void GLInstance::SetPalette(int index)
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{
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palmanager.BindPalette(index);
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}
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void GLInstance::SetPalswap(int index)
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{
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palmanager.BindPalswap(index);
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}
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void PolymostRenderState::Apply(PolymostShader* shader)
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{
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shader->Clamp.Set(Clamp);
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shader->Shade.Set(Shade);
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shader->NumShades.Set(NumShades);
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shader->VisFactor.Set(VisFactor);
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shader->UseColorOnly.Set(UseColorOnly);
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shader->UsePalette.Set(UsePalette);
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shader->UseDetailMapping.Set(UseDetailMapping);
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shader->UseGlowMapping.Set(UseGlowMapping);
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shader->NPOTEmulation.Set(NPOTEmulation);
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shader->NPOTEmulationFactor.Set(NPOTEmulationFactor);
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shader->NPOTEmulationXOffset.Set(NPOTEmulationXOffset);
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shader->ShadeInterpolate.Set(ShadeInterpolate);
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shader->Brightness.Set(Brightness);
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shader->FogColor.Set(FogColor);
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}
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