raze/source/common/rendering/gl/gl_renderstate.h
Christoph Oelckers 5eb9af1e00 - Backend update from GZDoom
IQM model support and a few bugfixes.
2022-10-20 22:24:25 +02:00

150 lines
3.7 KiB
C++

//
//---------------------------------------------------------------------------
//
// 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 3 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 <algorithm>
#include <string.h>
#include "gl_interface.h"
#include "matrix.h"
#include "hw_renderstate.h"
#include "hw_material.h"
#include "c_cvars.h"
namespace OpenGLRenderer
{
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;
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
{
count = min(count, 3);
if (mNumDrawBuffers != count)
{
static GLenum buffers[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2 };
glDrawBuffers(count, buffers);
mNumDrawBuffers = count;
}
if (apply) Apply();
}
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;
};
extern FGLRenderState gl_RenderState;
}
#endif