mirror of
https://github.com/ZDoom/Raze.git
synced 2024-12-11 21:31:37 +00:00
ed599d0f05
This way it can be handled transparently to the calling code. Fonts do not work yet, though.
344 lines
7 KiB
C++
344 lines
7 KiB
C++
#pragma once
|
|
#include <stdlib.h>
|
|
#include <algorithm>
|
|
#include <vector>
|
|
#include <map>
|
|
#include "c_cvars.h"
|
|
#include "gl_samplers.h"
|
|
#include "gl_hwtexture.h"
|
|
#include "matrix.h"
|
|
#include "palentry.h"
|
|
#include "renderstyle.h"
|
|
#include "hw_material.h"
|
|
#include "hw_renderstate.h"
|
|
#include "pm_renderstate.h"
|
|
#include "templates.h"
|
|
|
|
class FShader;
|
|
class FGameTexture;
|
|
class GLInstance;
|
|
class F2DDrawer;
|
|
struct palette_t;
|
|
extern int xdim, ydim;
|
|
|
|
enum
|
|
{
|
|
DM_MAINVIEW,
|
|
DM_OFFSCREEN
|
|
};
|
|
|
|
class PaletteManager
|
|
{
|
|
IHardwareTexture* palettetextures[256] = {};
|
|
IHardwareTexture* lookuptextures[256] = {};
|
|
|
|
GLInstance* const inst;
|
|
|
|
unsigned FindPalswap(const uint8_t* paldata, palette_t& fadecolor);
|
|
|
|
public:
|
|
PaletteManager(GLInstance *inst_) : inst(inst_)
|
|
{}
|
|
~PaletteManager();
|
|
void DeleteAll();
|
|
IHardwareTexture *GetPalette(int index);
|
|
IHardwareTexture* GetLookup(int index);
|
|
};
|
|
|
|
|
|
struct glinfo_t {
|
|
float maxanisotropy;
|
|
};
|
|
|
|
enum ECullSide
|
|
{
|
|
Cull_Front,
|
|
Cull_Back
|
|
};
|
|
|
|
enum EWinding
|
|
{
|
|
Winding_CCW,
|
|
Winding_CW
|
|
};
|
|
|
|
struct ImDrawData;
|
|
struct palette_t;
|
|
|
|
enum
|
|
{
|
|
MAX_TEXTURES = 4, /*15*/ // slot 15 is used internally and not available. - The renderer uses only 5, though.
|
|
};
|
|
|
|
struct GLState
|
|
{
|
|
int Flags;
|
|
int DepthFunc;
|
|
};
|
|
|
|
class GLInstance
|
|
{
|
|
friend IHardwareTexture* setpalettelayer(int layer, int translation);
|
|
|
|
public:
|
|
TArray<PolymostRenderState> rendercommands;
|
|
PaletteManager palmanager;
|
|
int lastPalswapIndex = -1;
|
|
FGameTexture* currentTexture = nullptr;
|
|
int MatrixChange = 0;
|
|
|
|
PolymostRenderState renderState;
|
|
|
|
|
|
public:
|
|
float mProjectionM5 = 1.0f; // needed by ssao
|
|
glinfo_t glinfo;
|
|
|
|
void Init(int y);
|
|
|
|
void Deinit();
|
|
|
|
static int GetTexDimension(int value)
|
|
{
|
|
//if (value > gl.max_texturesize) return gl.max_texturesize;
|
|
return value;
|
|
}
|
|
|
|
GLInstance();
|
|
void Draw(EDrawType type, size_t start, size_t count);
|
|
void DoDraw();
|
|
|
|
float GetProjectionM5() { return mProjectionM5; }
|
|
int SetMatrix(int num, const VSMatrix *mat );
|
|
int SetMatrix(int num, const float *mat)
|
|
{
|
|
return SetMatrix(num, reinterpret_cast<const VSMatrix*>(mat));
|
|
}
|
|
void SetIdentityMatrix(int num);
|
|
void RestoreMatrix(int num, int index)
|
|
{
|
|
renderState.matrixIndex[num] = index;
|
|
}
|
|
|
|
void SetTextureMode(int m)
|
|
{
|
|
renderState.TextureMode = m;
|
|
}
|
|
|
|
void SetDepthBias(float a, float b)
|
|
{
|
|
renderState.mBias.mFactor = a;
|
|
renderState.mBias.mUnits = b;
|
|
renderState.mBias.mChanged = true;
|
|
}
|
|
|
|
void ClearDepthBias()
|
|
{
|
|
renderState.mBias.mFactor = 0;
|
|
renderState.mBias.mUnits = 0;
|
|
renderState.mBias.mChanged = true;
|
|
}
|
|
|
|
void SetPalswap(int index);
|
|
void SetFade(int palette);
|
|
|
|
void SetShade(int32_t shade, int numshades)
|
|
{
|
|
renderState.Shade = std::min(shade, numshades-1);
|
|
}
|
|
|
|
void SetVisibility(float visibility)
|
|
{
|
|
renderState.VisFactor = visibility;
|
|
}
|
|
|
|
void EnableBlend(bool on)
|
|
{
|
|
if (on) renderState.StateFlags |= STF_BLEND;
|
|
else renderState.StateFlags &= ~STF_BLEND;
|
|
}
|
|
|
|
void EnableDepthTest(bool on)
|
|
{
|
|
if (on) renderState.StateFlags |= STF_DEPTHTEST;
|
|
else renderState.StateFlags &= ~STF_DEPTHTEST;
|
|
}
|
|
|
|
void EnableStencilWrite(int value)
|
|
{
|
|
renderState.StateFlags |= STF_STENCILWRITE;
|
|
renderState.StateFlags &= ~STF_STENCILTEST;
|
|
}
|
|
|
|
void EnableStencilTest(int value)
|
|
{
|
|
renderState.StateFlags &= ~STF_STENCILWRITE;
|
|
renderState.StateFlags |= STF_STENCILTEST;
|
|
}
|
|
|
|
void DisableStencil()
|
|
{
|
|
renderState.StateFlags &= ~(STF_STENCILWRITE | STF_STENCILTEST);
|
|
}
|
|
|
|
void SetCull(int type, int winding = Winding_CW)
|
|
{
|
|
renderState.StateFlags &= ~(STF_CULLCCW | STF_CULLCW);
|
|
if (type != Cull_None)
|
|
{
|
|
if (winding == Winding_CW) renderState.StateFlags |= STF_CULLCW;
|
|
else renderState.StateFlags |= STF_CULLCCW;
|
|
}
|
|
}
|
|
|
|
void SetColorMask(bool on)
|
|
{
|
|
if (on) renderState.StateFlags |= STF_COLORMASK;
|
|
else renderState.StateFlags &= ~STF_COLORMASK;
|
|
}
|
|
|
|
void SetDepthMask(bool on)
|
|
{
|
|
if (on) renderState.StateFlags |= STF_DEPTHMASK;
|
|
else renderState.StateFlags &= ~STF_DEPTHMASK;
|
|
}
|
|
|
|
void ClearScreen(PalEntry pe, bool depth)
|
|
{
|
|
renderState.ClearColor = pe;
|
|
renderState.StateFlags |= STF_CLEARCOLOR;
|
|
if (depth) renderState.StateFlags |= STF_CLEARDEPTH;
|
|
}
|
|
|
|
void SetViewport(int x, int y, int w, int h)
|
|
{
|
|
renderState.vp_x = (short)x;
|
|
renderState.vp_y = (short)y;
|
|
renderState.vp_w = (short)w;
|
|
renderState.vp_h = (short)h;
|
|
renderState.StateFlags |= STF_VIEWPORTSET;
|
|
}
|
|
|
|
void SetScissor(int x1, int y1, int x2, int y2)
|
|
{
|
|
renderState.sc_x = (short)x1;
|
|
renderState.sc_y = (short)y1;
|
|
renderState.sc_w = (short)x2;
|
|
renderState.sc_h = (short)y2;
|
|
renderState.StateFlags |= STF_SCISSORSET;
|
|
}
|
|
|
|
void DisableScissor()
|
|
{
|
|
renderState.sc_x = SHRT_MIN;
|
|
renderState.StateFlags |= STF_SCISSORSET;
|
|
}
|
|
|
|
void SetDepthFunc(int func)
|
|
{
|
|
renderState.DepthFunc = func;
|
|
}
|
|
|
|
|
|
void ClearScreen(PalEntry pe)
|
|
{
|
|
//twod->Clear();
|
|
SetViewport(0, 0, xdim, ydim);
|
|
ClearScreen(pe, true);
|
|
}
|
|
|
|
void ClearDepth()
|
|
{
|
|
renderState.StateFlags |= STF_CLEARDEPTH;
|
|
}
|
|
|
|
void SetRenderStyle(FRenderStyle style)
|
|
{
|
|
renderState.Style = style;
|
|
}
|
|
|
|
void SetColor(float r, float g, float b, float a = 1.f)
|
|
{
|
|
renderState.Color[0] = r;
|
|
renderState.Color[1] = g;
|
|
renderState.Color[2] = b;
|
|
renderState.Color[3] = a;
|
|
}
|
|
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 SetMaterial(FGameTexture* tex, EUpscaleFlags upscalemask, int scaleflags, int clampmode, int translation, int overrideshader)
|
|
{
|
|
assert(tex);
|
|
renderState.mMaterial.mTexture = tex;
|
|
renderState.mMaterial.uFlags = upscalemask;
|
|
renderState.mMaterial.mScaleFlags = scaleflags;
|
|
renderState.mMaterial.mClampMode = clampmode;
|
|
renderState.mMaterial.mTranslation = translation;
|
|
renderState.mMaterial.mOverrideShader = overrideshader;
|
|
renderState.mMaterial.mChanged = true;
|
|
}
|
|
|
|
void UseColorOnly(bool yes)
|
|
{
|
|
if (yes) renderState.Flags |= RF_ColorOnly;
|
|
else renderState.Flags &= ~RF_ColorOnly;
|
|
}
|
|
|
|
void SetNpotEmulation(float factor, float xOffset)
|
|
{
|
|
renderState.NPOTEmulation.Y = factor;
|
|
renderState.NPOTEmulation.X = xOffset;
|
|
}
|
|
|
|
void SetFadeDisable(bool yes)
|
|
{
|
|
if (yes) renderState.Flags |= RF_FogDisabled;
|
|
else renderState.Flags &= ~RF_FogDisabled;
|
|
}
|
|
|
|
// Hack...
|
|
bool useMapFog = false;
|
|
|
|
void SetMapFog(bool yes)
|
|
{
|
|
useMapFog = yes;
|
|
}
|
|
|
|
void applyMapFog()
|
|
{
|
|
if (useMapFog) renderState.Flags |= RF_MapFog;
|
|
else renderState.Flags &= ~RF_MapFog;
|
|
}
|
|
|
|
void clearMapFog()
|
|
{
|
|
renderState.Flags &= ~RF_MapFog;
|
|
}
|
|
|
|
void EnableAlphaTest(bool on)
|
|
{
|
|
renderState.AlphaTest = on;
|
|
}
|
|
|
|
void SetAlphaThreshold(float al)
|
|
{
|
|
renderState.AlphaThreshold = al;
|
|
}
|
|
|
|
bool SetTexture(FGameTexture* tex, int palette, int sampleroverride, bool notindexed = false);
|
|
};
|
|
|
|
extern GLInstance GLInterface;
|
|
extern F2DDrawer twodpsp;
|
|
|
|
void renderSetProjectionMatrix(const float* p);
|
|
void renderSetViewMatrix(const float* p);
|
|
void renderSetVisibility(float v);
|
|
void renderBeginScene();
|
|
void renderFinishScene();
|
|
void DrawRateStuff();
|
|
void videoShowFrame(int32_t);
|
|
void hud_drawsprite(double sx, double sy, int z, double a, int picnum, int dashade, int dapalnum, int dastat, double alpha = 1);
|