mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-12-27 07:54:51 +01:00
24cb244d43
This was a _ton_ of changes, made 15 years ago, so there are probably some problems to work out still. Among others: Engine/Base/Stream.* was mostly abandoned and will need to be re-ported. Still, this is a pretty good start, and probably holds a world record for lines of changes or something. :)
306 lines
8.4 KiB
C++
306 lines
8.4 KiB
C++
/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */
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#ifndef SE_INCL_GFX_WRAPPER_H
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#define SE_INCL_GFX_WRAPPER_H
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#ifdef PRAGMA_ONCE
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#pragma once
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#endif
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enum GfxBlend
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{
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GFX_ONE = 21,
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GFX_ZERO = 22,
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GFX_SRC_COLOR = 23,
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GFX_INV_SRC_COLOR = 24,
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GFX_DST_COLOR = 25,
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GFX_INV_DST_COLOR = 26,
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GFX_SRC_ALPHA = 27,
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GFX_INV_SRC_ALPHA = 28,
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};
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enum GfxComp
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{
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GFX_NEVER = 41,
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GFX_LESS = 42,
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GFX_LESS_EQUAL = 43,
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GFX_EQUAL = 44,
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GFX_NOT_EQUAL = 45,
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GFX_GREATER_EQUAL = 46,
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GFX_GREATER = 47,
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GFX_ALWAYS = 48,
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};
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enum GfxFace
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{
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GFX_NONE = 61,
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GFX_FRONT = 62,
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GFX_BACK = 63,
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GFX_CW = 64,
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GFX_CCW = 65,
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};
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enum GfxMatrixType
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{
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GFX_VIEW = 71,
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GFX_PROJECTION = 72,
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};
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enum GfxWrap
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{
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GFX_REPEAT = 81,
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GFX_CLAMP = 82,
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};
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enum GfxPolyMode
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{
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GFX_FILL = 91,
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GFX_LINE = 92,
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GFX_POINT = 93,
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};
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// functions initialization for OGL, D3D or NONE (dummy)
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extern void GFX_SetFunctionPointers( INDEX iAPI);
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// enable operations
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extern void (*gfxEnableDepthWrite)(void);
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extern void (*gfxEnableDepthBias)(void);
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extern void (*gfxEnableDepthTest)(void);
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extern void (*gfxEnableAlphaTest)(void);
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extern void (*gfxEnableBlend)(void);
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extern void (*gfxEnableDither)(void);
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extern void (*gfxEnableTexture)(void);
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extern void (*gfxEnableClipping)(void);
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extern void (*gfxEnableClipPlane)(void);
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// disable operations
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extern void (*gfxDisableDepthWrite)(void);
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extern void (*gfxDisableDepthBias)(void);
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extern void (*gfxDisableDepthTest)(void);
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extern void (*gfxDisableAlphaTest)(void);
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extern void (*gfxDisableBlend)(void);
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extern void (*gfxDisableDither)(void);
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extern void (*gfxDisableTexture)(void);
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extern void (*gfxDisableClipping)(void);
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extern void (*gfxDisableClipPlane)(void);
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// set blending operations
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extern void (*gfxBlendFunc)( GfxBlend eSrc, GfxBlend eDst);
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// set depth buffer compare mode
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extern void (*gfxDepthFunc)( GfxComp eFunc);
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// set depth buffer range
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extern void (*gfxDepthRange)( FLOAT fMin, FLOAT fMax);
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// color mask control (use CT_RMASK, CT_GMASK, CT_BMASK, CT_AMASK to enable specific channels)
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extern void (*gfxSetColorMask)( ULONG ulColorMask);
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extern ULONG gfxGetColorMask(void);
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// PROJECTIONS
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// set face culling
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extern void (*gfxCullFace)( GfxFace eFace);
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extern void (*gfxFrontFace)( GfxFace eFace);
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// set custom clip plane (if NULL, disable it)
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extern void (*gfxClipPlane)( const DOUBLE *pdPlane);
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// set orthographic matrix
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extern void (*gfxSetOrtho)( const FLOAT fLeft, const FLOAT fRight,
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const FLOAT fTop, const FLOAT fBottom,
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const FLOAT fNear, const FLOAT fFar, const BOOL bSubPixelAdjust);
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// set frustrum matrix
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extern void (*gfxSetFrustum)( const FLOAT fLeft, const FLOAT fRight,
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const FLOAT fTop, const FLOAT fBottom,
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const FLOAT fNear, const FLOAT fFar);
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// set view matrix
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extern void (*gfxSetViewMatrix)( const FLOAT *pfMatrix);
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// set texture matrix
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extern void (*gfxSetTextureMatrix)( const FLOAT *pfMatrix);
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// polygon mode (point, line or fill)
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extern void (*gfxPolygonMode)( GfxPolyMode ePolyMode);
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// TEXTURES
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// texture settings (holds current states of texture quality, size and such)
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struct TextureSettings {
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public:
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//quailties
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INDEX ts_iNormQualityO;
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INDEX ts_iNormQualityA;
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INDEX ts_iAnimQualityO;
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INDEX ts_iAnimQualityA;
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// sizes/forcing
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PIX ts_pixNormSize;
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PIX ts_pixAnimSize;
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// texture formats (set by OGL or D3D)
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ULONG ts_tfRGB8, ts_tfRGBA8; // true color
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ULONG ts_tfRGB5, ts_tfRGBA4, ts_tfRGB5A1; // high color
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ULONG ts_tfLA8, ts_tfL8; // grayscale
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ULONG ts_tfCRGB, ts_tfCRGBA; // compressed formats
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// maximum texel-byte ratio for largest texture size
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INDEX ts_iMaxBytesPerTexel;
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};
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// singleton object for texture settings
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extern struct TextureSettings TS;
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// routine for updating texture settings from console variable
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extern void UpdateTextureSettings(void);
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// texture parameters for texture state changes
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class CTexParams {
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public:
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INDEX tp_iFilter; // OpenGL texture mapping mode
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INDEX tp_iAnisotropy; // texture degree of anisotropy (>=1.0f; 1.0=isotropic, default)
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BOOL tp_bSingleMipmap; // texture has only one mipmap
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GfxWrap tp_eWrapU, tp_eWrapV; // wrapping states
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inline CTexParams(void) { Clear(); tp_bSingleMipmap = FALSE; };
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inline void Clear(void) { tp_iFilter = 00; tp_iAnisotropy = 0; tp_eWrapU = tp_eWrapV = (GfxWrap)NONE; };
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inline BOOL IsEqual( CTexParams tp) { return tp_iFilter==tp.tp_iFilter && tp_iAnisotropy==tp_iAnisotropy &&
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tp_eWrapU==tp.tp_eWrapU && tp_eWrapV==tp.tp_eWrapV; };
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};
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// get current texture filtering mode
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extern void gfxGetTextureFiltering( INDEX &iFilterType, INDEX &iAnisotropyDegree);
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// set texture filtering
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extern void gfxSetTextureFiltering( INDEX &iFilterType, INDEX &iAnisotropyDegree);
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// set texture LOD biasing
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extern void gfxSetTextureBiasing( FLOAT &fLODBias);
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// set texture wrapping mode
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extern void (*gfxSetTextureWrapping)( enum GfxWrap eWrapU, enum GfxWrap eWrapV);
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// set texture modulation mode (1X or 2X)
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extern void (*gfxSetTextureModulation)( INDEX iScale);
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// set texture unit as active
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extern void gfxSetTextureUnit( INDEX iUnit);
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// generate texture for API
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extern void (*gfxGenerateTexture)( ULONG &ulTexObject);
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// unbind texture from API
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extern void (*gfxDeleteTexture)( ULONG &ulTexObject);
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// set texture as current
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// - ulTexture = bind number for OGL, or *LPDIRECT3DTEXTURE8 for D3D (pointer to pointer!)
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extern void gfxSetTexture( ULONG &ulTexObject, CTexParams &tpLocal);
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// upload texture
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// - ulTexture = bind number for OGL, or LPDIRECT3DTEXTURE8 for D3D
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// - pulTexture = pointer to texture in 32-bit R,G,B,A format (in that byte order)
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// - ulFormat = format in which the texture will be stored in accelerator's (or driver's) memory
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// - bNoDiscard = no need to discard old texture (for OGL, this is like "use SubImage")
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extern void gfxUploadTexture( ULONG *pulTexture, PIX pixWidth, PIX pixHeight, ULONG ulFormat, BOOL bNoDiscard);
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// returns size of uploaded texture
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extern SLONG gfxGetTextureSize( ULONG ulTexObject, BOOL bHasMipmaps=TRUE);
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// returns bytes/pixels ratio for uploaded texture or texture format
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extern INDEX gfxGetTexturePixRatio( ULONG ulTextureObject);
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extern INDEX gfxGetFormatPixRatio( ULONG ulTextureFormat);
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// VERTEX ARRAYS
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// prepare arrays for API
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extern void (*gfxSetVertexArray)( GFXVertex4 *pvtx, INDEX ctVtx);
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extern void (*gfxSetNormalArray)( GFXNormal *pnor);
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extern void (*gfxSetTexCoordArray)( GFXTexCoord *ptex, BOOL b4); // b4 = projective mapping (4 FLOATS)
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extern void (*gfxSetColorArray)( GFXColor *pcol);
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// draw prepared arrays
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extern void (*gfxDrawElements)( INDEX ctElem, INDEX *pidx);
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// set constant color for subsequent rendering (until 1st gfxSetColorArray() call!)
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extern void (*gfxSetConstantColor)(COLOR col);
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// color array usage control
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extern void (*gfxEnableColorArray)(void);
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extern void (*gfxDisableColorArray)(void);
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// MISC
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// force finish of rendering queue
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extern void (*gfxFinish)(void);
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// compiled vertex array control
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extern void (*gfxLockArrays)(void);
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extern void gfxUnlockArrays(void);
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// helper functions for drawing simple primitives thru drawelements
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inline void gfxResetArrays(void)
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{
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_avtxCommon.PopAll();
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_atexCommon.PopAll();
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_acolCommon.PopAll();
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_aiCommonElements.PopAll();
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}
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// render elements to screen buffer
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extern void gfxFlushElements(void);
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extern void gfxFlushQuads(void);
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// check GFX errors only in debug builds
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#ifndef NDEBUG
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extern void OGL_CheckError(void);
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#define OGL_CHECKERROR OGL_CheckError();
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#ifdef SE1_D3D
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extern void D3D_CheckError(HRESULT hr);
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#define D3D_CHECKERROR(hr) D3D_CheckError(hr);
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#endif
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#else
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#define OGL_CHECKERROR (void)(0);
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#define D3D_CHECKERROR(hr) (void)(0);
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#endif
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// ATI's TRUFORM support
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// set truform parameters
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extern void gfxSetTruform( const INDEX iLevel, BOOL bLinearNormals);
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extern void (*gfxEnableTruform)( void);
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extern void (*gfxDisableTruform)(void);
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// set D3D vertex shader only if different than last time
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extern void d3dSetVertexShader(DWORD dwHandle);
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// macro for releasing D3D objects
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#define D3DRELEASE(object,check) \
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{ \
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INDEX ref; \
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do { \
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ref = (object)->Release(); \
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if(check) ASSERT(ref==0); \
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} while(ref>0); \
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object = NONE; \
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}
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#endif /* include-once wrapper. */
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