warzone2100/lib/ivis_common/piestate.c

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#include "piestate.h"
SDWORD pieStateCount = 0; // FIXME Is this really used somewhere? Or is it just a dummy?
RENDER_STATE rendStates;
void pie_SetColourCombine(COLOUR_MODE colCombMode);
void pie_SetTranslucencyMode(TRANSLUCENCY_MODE transMode);
static void pie_SetTexCombine(TEX_MODE texCombMode);
static void pie_SetAlphaCombine(ALPHA_MODE alphaCombMode);
void pie_SetDefaultStates(void)//Sets all states
{
// pie_SetFogColour(0x00B08f5f);//nicks colour
//fog off
rendStates.fogEnabled = FALSE;// enable fog before renderer
rendStates.fog = FALSE;//to force reset to false
pie_SetFogStatus(FALSE);
pie_SetFogColour(0x00000000);//nicks colour
//depth Buffer on
rendStates.depthBuffer = FALSE;//to force reset to true
pie_SetDepthBufferStatus(DEPTH_CMP_LEQ_WRT_ON);
//set render mode
pie_SetTranslucent(TRUE);
pie_SetAdditive(TRUE);
//basic gouraud textured rendering
rendStates.texCombine = TEX_NONE;//to force reset to GOURAUD_TEX
pie_SetTexCombine(TEX_LOCAL);
rendStates.colourCombine = COLOUR_FLAT_CONSTANT;//to force reset to GOURAUD_TEX
pie_SetColourCombine(COLOUR_TEX_ITERATED);
rendStates.alphaCombine = ALPHA_ITERATED;//to force reset to GOURAUD_TEX
pie_SetAlphaCombine(ALPHA_CONSTANT);
rendStates.transMode = TRANS_ALPHA;//to force reset to DECAL
pie_SetTranslucencyMode(TRANS_DECAL);
//chroma keying on black
rendStates.keyingOn = FALSE;//to force reset to true
pie_SetColourKeyedBlack(TRUE);
//bilinear filtering
rendStates.bilinearOn = FALSE;//to force reset to true
pie_SetBilinear(TRUE);
}
//***************************************************************************
//
// pie_SetTranslucent(BOOL val);
//
// Global enable/disable Translucent effects
//
//***************************************************************************
void pie_SetTranslucent(BOOL val)
{
rendStates.translucent = val;
}
BOOL pie_Translucent(void)
{
return rendStates.translucent;
}
//***************************************************************************
//
// pie_SetAdditive(BOOL val);
//
// Global enable/disable Additive effects
//
//***************************************************************************
void pie_SetAdditive(BOOL val)
{
rendStates.additive = val;
}
BOOL pie_Additive(void)
{
return rendStates.additive;
}
//***************************************************************************
//
// pie_SetCaps(BOOL val);
//
// HIGHEST LEVEL enable/disable modes
//
//***************************************************************************
void pie_SetFogCap(FOG_CAP val)
{
rendStates.fogCap = val;
}
FOG_CAP pie_GetFogCap(void)
{
return rendStates.fogCap;
}
//***************************************************************************
//
// pie_EnableFog(BOOL val)
//
// Global enable/disable fog to allow fog to be turned of ingame
//
//***************************************************************************
void pie_EnableFog(BOOL val)
{
if (rendStates.fogCap == FOG_CAP_NO)
{
val = FALSE;
}
if (rendStates.fogEnabled != val)
{
rendStates.fogEnabled = val;
if (val == TRUE)
{
// pie_SetFogColour(0x0078684f);//(nicks colour + 404040)/2
pie_SetFogColour(0x00B08f5f);//nicks colour
}
else
{
pie_SetFogColour(0x00000000);//clear background to black
}
}
}
BOOL pie_GetFogEnabled(void)
{
return rendStates.fogEnabled;
}
//***************************************************************************
//
// pie_SetFogStatus(BOOL val)
//
// Toggle fog on and off for rendering objects inside or outside the 3D world
//
//***************************************************************************
BOOL pie_GetFogStatus(void)
{
return rendStates.fog;
}
void pie_SetFogColour(UDWORD colour)
{
UDWORD grey;
if (rendStates.fogCap == FOG_CAP_GREY)
{
grey = colour & 0xff;
colour >>= 8;
grey += (colour & 0xff);
colour >>= 8;
grey += (colour & 0xff);
grey /= 3;
grey &= 0xff;//check only
colour = grey + (grey<<8) + (grey<<16);
rendStates.fogColour = colour;
}
else if (rendStates.fogCap == FOG_CAP_NO)
{
rendStates.fogColour = 0;
}
else
{
rendStates.fogColour = colour;
}
}
UDWORD pie_GetFogColour(void)
{
return rendStates.fogColour;
}
void pie_SetRendMode(REND_MODE rendMode)
{
if (rendMode != rendStates.rendMode)
{
rendStates.rendMode = rendMode;
switch (rendMode)
{
case REND_GOURAUD_TEX:
pie_SetColourCombine(COLOUR_TEX_ITERATED);
pie_SetTexCombine(TEX_LOCAL);
pie_SetAlphaCombine(ALPHA_CONSTANT);
pie_SetTranslucencyMode(TRANS_DECAL);
break;
case REND_ALPHA_TEX:
pie_SetColourCombine(COLOUR_TEX_ITERATED);
pie_SetTexCombine(TEX_LOCAL);
pie_SetAlphaCombine(ALPHA_ITERATED);
pie_SetTranslucencyMode(TRANS_ALPHA);
break;
case REND_ADDITIVE_TEX:
pie_SetColourCombine(COLOUR_TEX_ITERATED);
pie_SetTexCombine(TEX_LOCAL);
pie_SetAlphaCombine(ALPHA_ITERATED);
pie_SetTranslucencyMode(TRANS_ADDITIVE);
break;
case REND_TEXT:
pie_SetColourCombine(COLOUR_TEX_CONSTANT);
pie_SetTexCombine(TEX_LOCAL);
pie_SetAlphaCombine(ALPHA_CONSTANT);
pie_SetTranslucencyMode(TRANS_DECAL);
break;
case REND_ALPHA_TEXT:
pie_SetColourCombine(COLOUR_TEX_CONSTANT);
pie_SetTexCombine(TEX_LOCAL);
pie_SetAlphaCombine(ALPHA_CONSTANT);
pie_SetTranslucencyMode(TRANS_ALPHA);
break;
case REND_ALPHA_FLAT:
pie_SetColourCombine(COLOUR_FLAT_CONSTANT);
pie_SetTexCombine(TEX_LOCAL);
pie_SetAlphaCombine(ALPHA_CONSTANT);
pie_SetTranslucencyMode(TRANS_ALPHA);
break;
case REND_ALPHA_ITERATED:
pie_SetColourCombine(COLOUR_FLAT_ITERATED);
pie_SetTexCombine(TEX_LOCAL);
pie_SetAlphaCombine(ALPHA_ITERATED);
pie_SetTranslucencyMode(TRANS_ADDITIVE);
break;
case REND_FILTER_FLAT:
pie_SetColourCombine(COLOUR_FLAT_CONSTANT);
pie_SetTexCombine(TEX_LOCAL);
pie_SetAlphaCombine(ALPHA_CONSTANT);
pie_SetTranslucencyMode(TRANS_FILTER);
break;
case REND_FILTER_ITERATED:
pie_SetColourCombine(COLOUR_FLAT_CONSTANT);
pie_SetTexCombine(TEX_LOCAL);
pie_SetAlphaCombine(ALPHA_ITERATED);
pie_SetTranslucencyMode(TRANS_ALPHA);
break;
case REND_FLAT:
pie_SetColourCombine(COLOUR_FLAT_CONSTANT);
pie_SetTexCombine(TEX_LOCAL);
pie_SetAlphaCombine(ALPHA_CONSTANT);
pie_SetTranslucencyMode(TRANS_DECAL);
default:
break;
}
}
return;
}
void pie_SetBilinear(BOOL bilinearOn)
{
#ifndef PIETOOL
if (bilinearOn != rendStates.bilinearOn)
{
rendStates.bilinearOn = bilinearOn;
pieStateCount++;
}
#endif
}
BOOL pie_GetBilinear(void)
{
#ifndef PIETOOL
return rendStates.bilinearOn;
#else
return FALSE;
#endif
}
static void pie_SetTexCombine(TEX_MODE texCombMode)
{
#ifndef PIETOOL //ffs
if (texCombMode != rendStates.texCombine)
{
rendStates.texCombine = texCombMode;
pieStateCount++;
}
#endif
}
static void pie_SetAlphaCombine(ALPHA_MODE alphaCombMode)
{
#ifndef PIETOOL //ffs
if (alphaCombMode != rendStates.alphaCombine)
{
rendStates.alphaCombine = alphaCombMode;
pieStateCount++;
}
#endif
}
/***************************************************************************/
// get the constant colour used in text and flat render modes
/***************************************************************************/
UDWORD pie_GetColour(void)
{
return rendStates.colour;
}
void pie_SetMouse(IMAGEFILE *psImageFile,UWORD ImageID) // FIXME Remove if unused
{
}
void pie_SetSwirlyBoxes( BOOL val ) // FIXME Remove if unused
{
}