/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */ #ifndef SE_INCL_GFX_WRAPPER_H #define SE_INCL_GFX_WRAPPER_H #ifdef PRAGMA_ONCE #pragma once #endif enum GfxBlend { GFX_ONE = 21, GFX_ZERO = 22, GFX_SRC_COLOR = 23, GFX_INV_SRC_COLOR = 24, GFX_DST_COLOR = 25, GFX_INV_DST_COLOR = 26, GFX_SRC_ALPHA = 27, GFX_INV_SRC_ALPHA = 28, }; enum GfxComp { GFX_NEVER = 41, GFX_LESS = 42, GFX_LESS_EQUAL = 43, GFX_EQUAL = 44, GFX_NOT_EQUAL = 45, GFX_GREATER_EQUAL = 46, GFX_GREATER = 47, GFX_ALWAYS = 48, }; enum GfxFace { GFX_NONE = 61, GFX_FRONT = 62, GFX_BACK = 63, GFX_CW = 64, GFX_CCW = 65, }; enum GfxMatrixType { GFX_VIEW = 71, GFX_PROJECTION = 72, }; enum GfxWrap { GFX_REPEAT = 81, GFX_CLAMP = 82, }; enum GfxPolyMode { GFX_FILL = 91, GFX_LINE = 92, GFX_POINT = 93, }; // functions initialization for OGL, D3D or NONE (dummy) extern void GFX_SetFunctionPointers( INDEX iAPI); // enable operations extern void (*gfxEnableDepthWrite)(void); extern void (*gfxEnableDepthBias)(void); extern void (*gfxEnableDepthTest)(void); extern void (*gfxEnableAlphaTest)(void); extern void (*gfxEnableBlend)(void); extern void (*gfxEnableDither)(void); extern void (*gfxEnableTexture)(void); extern void (*gfxEnableClipping)(void); extern void (*gfxEnableClipPlane)(void); // disable operations extern void (*gfxDisableDepthWrite)(void); extern void (*gfxDisableDepthBias)(void); extern void (*gfxDisableDepthTest)(void); extern void (*gfxDisableAlphaTest)(void); extern void (*gfxDisableBlend)(void); extern void (*gfxDisableDither)(void); extern void (*gfxDisableTexture)(void); extern void (*gfxDisableClipping)(void); extern void (*gfxDisableClipPlane)(void); // set blending operations extern void (*gfxBlendFunc)( GfxBlend eSrc, GfxBlend eDst); // set depth buffer compare mode extern void (*gfxDepthFunc)( GfxComp eFunc); // set depth buffer range extern void (*gfxDepthRange)( FLOAT fMin, FLOAT fMax); // color mask control (use CT_RMASK, CT_GMASK, CT_BMASK, CT_AMASK to enable specific channels) extern void (*gfxSetColorMask)( ULONG ulColorMask); extern ULONG gfxGetColorMask(void); // PROJECTIONS // set face culling extern void (*gfxCullFace)( GfxFace eFace); extern void (*gfxFrontFace)( GfxFace eFace); // set custom clip plane (if NULL, disable it) extern void (*gfxClipPlane)( const DOUBLE *pdPlane); // set orthographic matrix extern void (*gfxSetOrtho)( const FLOAT fLeft, const FLOAT fRight, const FLOAT fTop, const FLOAT fBottom, const FLOAT fNear, const FLOAT fFar, const BOOL bSubPixelAdjust); // set frustrum matrix extern void (*gfxSetFrustum)( const FLOAT fLeft, const FLOAT fRight, const FLOAT fTop, const FLOAT fBottom, const FLOAT fNear, const FLOAT fFar); // set view matrix extern void (*gfxSetViewMatrix)( const FLOAT *pfMatrix); // set texture matrix extern void (*gfxSetTextureMatrix)( const FLOAT *pfMatrix); // polygon mode (point, line or fill) extern void (*gfxPolygonMode)( GfxPolyMode ePolyMode); // TEXTURES // texture settings (holds current states of texture quality, size and such) struct TextureSettings { public: //quailties INDEX ts_iNormQualityO; INDEX ts_iNormQualityA; INDEX ts_iAnimQualityO; INDEX ts_iAnimQualityA; // sizes/forcing PIX ts_pixNormSize; PIX ts_pixAnimSize; // texture formats (set by OGL or D3D) ULONG ts_tfRGB8, ts_tfRGBA8; // true color ULONG ts_tfRGB5, ts_tfRGBA4, ts_tfRGB5A1; // high color ULONG ts_tfLA8, ts_tfL8; // grayscale ULONG ts_tfCRGB, ts_tfCRGBA; // compressed formats // maximum texel-byte ratio for largest texture size INDEX ts_iMaxBytesPerTexel; }; // singleton object for texture settings extern struct TextureSettings TS; // routine for updating texture settings from console variable extern void UpdateTextureSettings(void); // texture parameters for texture state changes class CTexParams { public: INDEX tp_iFilter; // OpenGL texture mapping mode INDEX tp_iAnisotropy; // texture degree of anisotropy (>=1.0f; 1.0=isotropic, default) BOOL tp_bSingleMipmap; // texture has only one mipmap GfxWrap tp_eWrapU, tp_eWrapV; // wrapping states inline CTexParams(void) { Clear(); tp_bSingleMipmap = FALSE; }; inline void Clear(void) { tp_iFilter = 00; tp_iAnisotropy = 0; tp_eWrapU = tp_eWrapV = (GfxWrap)NONE; }; inline BOOL IsEqual( CTexParams tp) { return tp_iFilter==tp.tp_iFilter && tp_iAnisotropy==tp.tp_iAnisotropy && tp_eWrapU==tp.tp_eWrapU && tp_eWrapV==tp.tp_eWrapV; }; }; // get current texture filtering mode extern void gfxGetTextureFiltering( INDEX &iFilterType, INDEX &iAnisotropyDegree); // set texture filtering extern void gfxSetTextureFiltering( INDEX &iFilterType, INDEX &iAnisotropyDegree); // set texture LOD biasing extern void gfxSetTextureBiasing( FLOAT &fLODBias); // set texture wrapping mode extern void (*gfxSetTextureWrapping)( enum GfxWrap eWrapU, enum GfxWrap eWrapV); // set texture modulation mode (1X or 2X) extern void (*gfxSetTextureModulation)( INDEX iScale); // set texture unit as active extern void gfxSetTextureUnit( INDEX iUnit); // generate texture for API extern void (*gfxGenerateTexture)( ULONG &ulTexObject); // unbind texture from API extern void (*gfxDeleteTexture)( ULONG &ulTexObject); // set texture as current // - ulTexture = bind number for OGL, or *LPDIRECT3DTEXTURE8 for D3D (pointer to pointer!) extern void gfxSetTexture( ULONG &ulTexObject, CTexParams &tpLocal); // upload texture // - ulTexture = bind number for OGL, or LPDIRECT3DTEXTURE8 for D3D // - pulTexture = pointer to texture in 32-bit R,G,B,A format (in that byte order) // - ulFormat = format in which the texture will be stored in accelerator's (or driver's) memory // - bNoDiscard = no need to discard old texture (for OGL, this is like "use SubImage") extern void gfxUploadTexture( ULONG *pulTexture, PIX pixWidth, PIX pixHeight, ULONG ulFormat, BOOL bNoDiscard); // returns size of uploaded texture extern SLONG gfxGetTextureSize( ULONG ulTexObject, BOOL bHasMipmaps=TRUE); // returns bytes/pixels ratio for uploaded texture or texture format extern INDEX gfxGetTexturePixRatio( ULONG ulTextureObject); extern INDEX gfxGetFormatPixRatio( ULONG ulTextureFormat); // VERTEX ARRAYS // prepare arrays for API extern void (*gfxSetVertexArray)( GFXVertex4 *pvtx, INDEX ctVtx); extern void (*gfxSetNormalArray)( GFXNormal *pnor); extern void (*gfxSetTexCoordArray)( GFXTexCoord *ptex, BOOL b4); // b4 = projective mapping (4 FLOATS) extern void (*gfxSetColorArray)( GFXColor *pcol); // draw prepared arrays extern void (*gfxDrawElements)( INDEX ctElem, INDEX *pidx); // set constant color for subsequent rendering (until 1st gfxSetColorArray() call!) extern void (*gfxSetConstantColor)(COLOR col); // color array usage control extern void (*gfxEnableColorArray)(void); extern void (*gfxDisableColorArray)(void); // MISC // force finish of rendering queue extern void (*gfxFinish)(void); // compiled vertex array control extern void (*gfxLockArrays)(void); extern void gfxUnlockArrays(void); // helper functions for drawing simple primitives thru drawelements inline void gfxResetArrays(void) { _avtxCommon.PopAll(); _atexCommon.PopAll(); _acolCommon.PopAll(); _aiCommonElements.PopAll(); } // render elements to screen buffer extern void gfxFlushElements(void); extern void gfxFlushQuads(void); // check GFX errors only in debug builds #ifndef NDEBUG extern void OGL_CheckError(void); #define OGL_CHECKERROR OGL_CheckError(); #ifdef SE1_D3D extern void D3D_CheckError(HRESULT hr); #define D3D_CHECKERROR(hr) D3D_CheckError(hr); #endif #else #define OGL_CHECKERROR (void)(0); #define D3D_CHECKERROR(hr) (void)(0); #endif // ATI's TRUFORM support // set truform parameters extern void gfxSetTruform( const INDEX iLevel, BOOL bLinearNormals); extern void (*gfxEnableTruform)( void); extern void (*gfxDisableTruform)(void); // set D3D vertex shader only if different than last time extern void d3dSetVertexShader(DWORD dwHandle); // macro for releasing D3D objects #define D3DRELEASE(object,check) \ { \ INDEX ref; \ do { \ ref = (object)->Release(); \ if(check) ASSERT(ref==0); \ } while(ref>0); \ object = NONE; \ } #endif /* include-once wrapper. */