raze/source/glbackend/gl_renderstate.h
Christoph Oelckers c8fa2443d3 - completely separated view and model matrix.
This way the view matrix will remain constant per scene and an update of the model matrix is only needed for rendering a model or voxel, reducing the total amount of generated matrices to the point where they can be written to a buffer instead of constantly uploading them as uniforms.
2020-01-19 16:07:09 +01:00

87 lines
1.9 KiB
C++

#pragma once
#include "palentry.h"
#include "gl_buffers.h"
#include "renderstyle.h"
class PolymostShader;
struct GLState;
enum EMatrixType
{
Matrix_View,
Matrix_Projection,
Matrix_Model,
Matrix_Detail,
Matrix_Texture,
// These are the only ones being used.
NUMMATRICES
};
enum PRSFlags
{
RF_ColorOnly = 1,
RF_UsePalette = 2,
RF_DetailMapping = 4,
RF_GlowMapping = 8,
RF_Brightmapping = 16,
RF_NPOTEmulation = 32,
RF_ShadeInterpolate = 64,
RF_FogDisabled = 128,
RF_HICTINT_Grayscale = 0x10000,
RF_HICTINT_Invert = 0x20000,
RF_HICTINT_Colorize = 0x40000,
RF_HICTINT_BLEND_Screen = 0x80000,
RF_HICTINT_BLEND_Overlay = 0x100000,
RF_HICTINT_BLEND_Hardlight = 0x200000,
RF_HICTINT_BLENDMASK = RF_HICTINT_BLEND_Screen | RF_HICTINT_BLEND_Overlay | RF_HICTINT_BLEND_Hardlight,
RF_HICTINT_MASK = 0x3f0000,
STF_BLEND = 1,
STF_COLORMASK = 2,
STF_DEPTHMASK = 4,
STF_DEPTHTEST = 8,
STF_MULTISAMPLE = 16,
STF_STENCILWRITE = 32,
STF_STENCILTEST = 64,
STF_CULLCW = 128,
STF_CULLCCW = 256,
STF_WIREFRAME = 512,
STF_CLEARCOLOR = 1024,
STF_CLEARDEPTH = 2048,
STF_VIEWPORTSET = 4096,
STF_SCISSORSET = 8192,
};
struct PolymostRenderState
{
int vindex, vcount, primtype;
float Shade;
float NumShades = 64.f;
float ShadeDiv = 62.f;
float VisFactor = 128.f;
int Flags = 0;
float NPOTEmulationFactor = 1.f;
float NPOTEmulationXOffset;
float Brightness = 1.f;
float AlphaThreshold = 0.5f;
bool AlphaTest = true;
float Color[4] = { 1,1,1,1 };
short matrixIndex[NUMMATRICES] = { 0,0,0,0,0 };
PalEntry fullscreenTint = 0xffffff, hictint = 0xffffff, hictint_overlay = 0xffffff;
int hictint_flags = -1;
int StateFlags = STF_COLORMASK|STF_DEPTHMASK;
FRenderStyle Style{};
int DepthFunc = 1;
PalEntry ClearColor = 0;
short vp_x, vp_y, vp_w, vp_h;
short sc_x = SHRT_MIN, sc_y, sc_w, sc_h;
int texIds[6], samplerIds[6];
PalEntry FogColor;
void Apply(PolymostShader *shader, GLState &oldstate);
};