/* This file is part of Warzone 2100. Copyright (C) 1999-2004 Eidos Interactive Copyright (C) 2005-2007 Warzone Resurrection Project Warzone 2100 is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. Warzone 2100 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 General Public License for more details. You should have received a copy of the GNU General Public License along with Warzone 2100; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA */ #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 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; }