140 lines
3.3 KiB
C
140 lines
3.3 KiB
C
/*
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This file is part of Warzone 2100.
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Copyright (C) 1999-2004 Eidos Interactive
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Copyright (C) 2005-2009 Warzone Resurrection Project
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Warzone 2100 is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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Warzone 2100 is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Warzone 2100; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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*/
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#include "piestate.h"
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unsigned int pieStateCount = 0; // Used in pie_GetResetCounts
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RENDER_STATE rendStates;
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void pie_SetDefaultStates(void)//Sets all states
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{
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PIELIGHT black;
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//fog off
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rendStates.fogEnabled = false;// enable fog before renderer
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rendStates.fog = false;//to force reset to false
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pie_SetFogStatus(false);
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black.rgba = 0;
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black.byte.a = 255;
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pie_SetFogColour(black);//nicks colour
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//depth Buffer on
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pie_SetDepthBufferStatus(DEPTH_CMP_LEQ_WRT_ON);
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rendStates.transMode = TRANS_ALPHA;//to force reset to DECAL
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pie_SetTranslucencyMode(TRANS_DECAL);
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//chroma keying on black
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rendStates.keyingOn = false;//to force reset to true
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pie_SetAlphaTest(true);
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}
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//***************************************************************************
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//
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// pie_EnableFog(BOOL val)
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//
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// Global enable/disable fog to allow fog to be turned of ingame
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//
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//***************************************************************************
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void pie_EnableFog(BOOL val)
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{
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if (rendStates.fogEnabled != val)
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{
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debug(LOG_FOG, "pie_EnableFog: Setting fog to %s", val ? "ON" : "OFF");
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rendStates.fogEnabled = val;
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if (val == true)
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{
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PIELIGHT nickscolour;
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nickscolour.byte.r = 0xB0;
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nickscolour.byte.g = 0x08;
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nickscolour.byte.b = 0x5f;
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nickscolour.byte.a = 0xff;
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pie_SetFogColour(nickscolour); // nicks colour
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}
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else
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{
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PIELIGHT black;
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black.rgba = 0;
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black.byte.a = 255;
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pie_SetFogColour(black); // clear background to black
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}
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}
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}
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BOOL pie_GetFogEnabled(void)
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{
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return rendStates.fogEnabled;
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}
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//***************************************************************************
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//
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// pie_SetFogStatus(BOOL val)
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//
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// Toggle fog on and off for rendering objects inside or outside the 3D world
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//
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//***************************************************************************
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BOOL pie_GetFogStatus(void)
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{
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return rendStates.fog;
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}
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void pie_SetFogColour(PIELIGHT colour)
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{
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rendStates.fogColour = colour;
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}
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PIELIGHT pie_GetFogColour(void)
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{
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return rendStates.fogColour;
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}
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void pie_SetRendMode(REND_MODE rendMode)
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{
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if (rendMode != rendStates.rendMode)
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{
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rendStates.rendMode = rendMode;
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switch (rendMode)
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{
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case REND_FLAT:
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case REND_GOURAUD_TEX:
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pie_SetTranslucencyMode(TRANS_DECAL);
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break;
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case REND_ALPHA_TEX:
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case REND_ALPHA_FLAT:
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pie_SetTranslucencyMode(TRANS_ALPHA);
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break;
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case REND_ADDITIVE_TEX:
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case REND_ALPHA_ITERATED:
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pie_SetTranslucencyMode(TRANS_ADDITIVE);
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break;
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default:
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break;
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}
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}
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return;
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}
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