mirror of
https://github.com/ZDoom/Raze.git
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6e49f0bf8f
Bone model support in GLES and ZScript quaternions.
144 lines
3.5 KiB
C++
144 lines
3.5 KiB
C++
//
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//---------------------------------------------------------------------------
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//
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// Copyright(C) 2009-2016 Christoph Oelckers
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// All rights reserved.
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation, either version 2 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public License
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// along with this program. If not, see http://www.gnu.org/licenses/
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//
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//--------------------------------------------------------------------------
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//
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#ifndef __GL_RENDERSTATE_H
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#define __GL_RENDERSTATE_H
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#include <algorithm>
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#include <string.h>
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#include "matrix.h"
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#include "hw_renderstate.h"
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#include "hw_material.h"
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#include "c_cvars.h"
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#include "hwrenderer/data/hw_viewpointuniforms.h"
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namespace OpenGLESRenderer
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{
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class FShader;
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struct HWSectorPlane;
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class FGLRenderState final : public FRenderState
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{
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uint8_t mLastDepthClamp : 1;
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float mGlossiness, mSpecularLevel;
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float mShaderTimer;
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int mEffectState;
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int mTempTM = TM_NORMAL;
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FRenderStyle stRenderStyle;
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int stSrcBlend, stDstBlend;
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bool stAlphaTest;
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bool stSplitEnabled;
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int stBlendEquation;
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FShader *activeShader;
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int mNumDrawBuffers = 1;
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bool ApplyShader();
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void ApplyState();
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// Texture binding state
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FMaterial *lastMaterial = nullptr;
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int lastClamp = 0;
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int lastTranslation = 0;
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int maxBoundMaterial = -1;
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size_t mLastMappedLightIndex = SIZE_MAX;
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size_t mLastMappedBoneIndexBase = SIZE_MAX;
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IVertexBuffer *mCurrentVertexBuffer;
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int mCurrentVertexOffsets[2]; // one per binding point
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IIndexBuffer *mCurrentIndexBuffer;
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HWViewpointUniforms* mHwUniforms = nullptr;
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public:
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FGLRenderState()
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{
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Reset();
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}
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void Reset();
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void ClearLastMaterial()
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{
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lastMaterial = nullptr;
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}
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void ApplyMaterial(FMaterial *mat, int clampmode, int translation, int overrideshader);
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void Apply();
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void ApplyBuffers();
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void ApplyBlendMode();
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void ResetVertexBuffer()
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{
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// forces rebinding with the next 'apply' call.
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mCurrentVertexBuffer = nullptr;
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mCurrentIndexBuffer = nullptr;
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}
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void SetSpecular(float glossiness, float specularLevel)
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{
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mGlossiness = glossiness;
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mSpecularLevel = specularLevel;
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}
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void EnableDrawBuffers(int count, bool apply = false) override
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{
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}
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void ToggleState(int state, bool on);
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void ClearScreen() override;
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void Draw(int dt, int index, int count, bool apply = true) override;
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void DrawIndexed(int dt, int index, int count, bool apply = true) override;
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bool SetDepthClamp(bool on) override;
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void SetDepthMask(bool on) override;
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void SetDepthFunc(int func) override;
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void SetDepthRange(float min, float max) override;
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void SetColorMask(bool r, bool g, bool b, bool a) override;
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void SetStencil(int offs, int op, int flags) override;
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void SetCulling(int mode) override;
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void EnableClipDistance(int num, bool state) override;
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void Clear(int targets) override;
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void EnableStencil(bool on) override;
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void SetScissor(int x, int y, int w, int h) override;
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void SetViewport(int x, int y, int w, int h) override;
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void EnableDepthTest(bool on) override;
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void EnableMultisampling(bool on) override;
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void EnableLineSmooth(bool on) override;
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void ApplyViewport(void* data);
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};
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extern FGLRenderState gl_RenderState;
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}
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#endif
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