warzone2100/lib/ivis_opengl/piestate.h

101 lines
3.2 KiB
C

/*
This file is part of Warzone 2100.
Copyright (C) 1999-2004 Eidos Interactive
Copyright (C) 2005-2013 Warzone 2100 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
*/
/***************************************************************************/
/*
* pieState.h
*
* render State controlr all pumpkin image library functions.
*
*/
/***************************************************************************/
#ifndef _piestate_h
#define _piestate_h
/***************************************************************************/
#include "lib/framework/frame.h"
#include "piedef.h"
/***************************************************************************/
/*
* Global Definitions
*/
/***************************************************************************/
struct RENDER_STATE
{
bool fogEnabled;
bool fog;
PIELIGHT fogColour;
SDWORD texPage;
REND_MODE rendMode;
bool keyingOn;
};
void rendStatesRendModeHack(); // Sets rendStates.rendMode = REND_ALPHA; (Added during merge, since the renderStates is now static.)
/***************************************************************************/
/*
* Global Variables
*/
/***************************************************************************/
extern unsigned int pieStateCount;
/***************************************************************************/
/*
* Global ProtoTypes
*/
/***************************************************************************/
extern void pie_SetDefaultStates(void);//Sets all states
extern void pie_SetDepthBufferStatus(DEPTH_MODE depthMode);
extern void pie_SetDepthOffset(float offset);
//fog available
extern void pie_EnableFog(bool val);
extern bool pie_GetFogEnabled(void);
//fog currently on
extern void pie_SetFogStatus(bool val);
extern bool pie_GetFogStatus(void);
extern void pie_SetFogColour(PIELIGHT colour);
extern PIELIGHT pie_GetFogColour(void) WZ_DECL_PURE;
extern void pie_UpdateFogDistance(float begin, float end);
//render states
extern void pie_SetTexturePage(SDWORD num);
extern void pie_SetAlphaTest(bool keyingOn);
extern void pie_SetRendMode(REND_MODE rendMode);
bool pie_LoadShaders();
// Actual shaders (we do not want to export these calls)
void pie_ActivateShader(SHADER_MODE shaderMode, iIMDShape* shape, PIELIGHT teamcolour, PIELIGHT colour);
void pie_DeactivateShader();
void pie_SetShaderStretchDepth(float stretch);
void pie_SetShaderTime(uint32_t shaderTime);
void pie_SetShaderEcmEffect(bool value);
/* Errors control routine */
#define glErrors() \
_glerrors(__FUNCTION__, __FILE__, __LINE__)
extern bool _glerrors(const char *, const char *, int);
#endif // _pieState_h