mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-29 07:22:07 +00:00
- started splitting the render state struct.
Reusable parts should be in hwrenderer later.
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4603d01ba1
commit
a4f7fd2e46
2 changed files with 148 additions and 135 deletions
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@ -59,24 +59,12 @@ static void matrixToGL(const VSMatrix &mat, int loc)
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void FGLRenderState::Reset()
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{
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mTextureEnabled = true;
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mSplitEnabled = mBrightmapEnabled = mFogEnabled = mGlowEnabled = false;
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mFogColor.d = -1;
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mTextureMode = -1;
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mDesaturation = 0;
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FRenderState::Reset();
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mSplitEnabled = false;
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mSrcBlend = GL_SRC_ALPHA;
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mDstBlend = GL_ONE_MINUS_SRC_ALPHA;
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mAlphaThreshold = 0.5f;
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mBlendEquation = GL_FUNC_ADD;
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mModelMatrixEnabled = false;
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mTextureMatrixEnabled = false;
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mObjectColor = 0xffffffff;
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mObjectColor2 = 0;
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mVertexBuffer = mCurrentVertexBuffer = NULL;
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mSoftLight = 0;
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mLightParms[0] = mLightParms[1] = mLightParms[2] = 0.0f;
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mLightParms[3] = -1.f;
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mSpecialEffect = EFF_NONE;
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mGlossiness = 0.0f;
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mSpecularLevel = 0.0f;
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mShaderTimer = 0.0f;
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@ -84,23 +72,12 @@ void FGLRenderState::Reset()
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stSrcBlend = stDstBlend = -1;
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stBlendEquation = -1;
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stAlphaThreshold = -1.f;
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stAlphaTest = 0;
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mLastDepthClamp = true;
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mInterpolationFactor = 0.0f;
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mColor.Set(1.0f, 1.0f, 1.0f, 1.0f);
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mGlowTop.Set(0.0f, 0.0f, 0.0f, 0.0f);
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mGlowBottom.Set(0.0f, 0.0f, 0.0f, 0.0f);
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mGlowTopPlane.Set(0.0f, 0.0f, 0.0f, 0.0f);
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mGlowBottomPlane.Set(0.0f, 0.0f, 0.0f, 0.0f);
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mSplitTopPlane.Set(0.0f, 0.0f, 0.0f, 0.0f);
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mSplitBottomPlane.Set(0.0f, 0.0f, 0.0f, 0.0f);
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mDynColor.Set(0.0f, 0.0f, 0.0f, 0.0f);
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mEffectState = 0;
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activeShader = nullptr;
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mModelMatrix.loadIdentity();
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mTextureMatrix.loadIdentity();
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mPassType = NORMAL_PASS;
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}
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@ -74,31 +74,22 @@ enum EPassType
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class FRenderState
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{
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};
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class FGLRenderState : public FRenderState
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{
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bool mTextureEnabled;
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protected:
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uint8_t mFogEnabled;
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bool mGlowEnabled;
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bool mSplitEnabled;
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bool mBrightmapEnabled;
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uint8_t mTextureEnabled:1;
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uint8_t mGlowEnabled : 1;
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uint8_t mBrightmapEnabled : 1;
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uint8_t mModelMatrixEnabled : 1;
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uint8_t mTextureMatrixEnabled : 1;
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int mSpecialEffect;
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int mTextureMode;
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int mDesaturation;
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int mSoftLight;
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float mLightParms[4];
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int mSrcBlend, mDstBlend;
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float mAlphaThreshold;
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int mBlendEquation;
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bool mModelMatrixEnabled;
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bool mTextureMatrixEnabled;
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bool mLastDepthClamp;
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float mInterpolationFactor;
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float mGlossiness, mSpecularLevel;
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float mShaderTimer;
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FVertexBuffer *mVertexBuffer, *mCurrentVertexBuffer;
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float mAlphaThreshold;
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FStateVec4 mNormal;
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FStateVec4 mColor;
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FStateVec4 mGlowTop, mGlowBottom;
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@ -108,61 +99,41 @@ class FGLRenderState : public FRenderState
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PalEntry mObjectColor;
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PalEntry mObjectColor2;
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FStateVec4 mDynColor;
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float mClipSplit[2];
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int mEffectState;
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int mTempTM = TM_MODULATE;
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float stAlphaThreshold;
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int stSrcBlend, stDstBlend;
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bool stAlphaTest;
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int stBlendEquation;
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FShader *activeShader;
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EPassType mPassType = NORMAL_PASS;
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int mNumDrawBuffers = 1;
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bool ApplyShader();
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// Texture binding state
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FMaterial *lastMaterial = nullptr;
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int lastClamp = 0;
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int lastTranslation = 0;
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int maxBoundMaterial = -1;
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public:
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VSMatrix mModelMatrix;
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VSMatrix mTextureMatrix;
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FGLRenderState()
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public:
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void Reset()
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{
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Reset();
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}
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mTextureEnabled = true;
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mBrightmapEnabled = mFogEnabled = mGlowEnabled = false;
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mFogColor.d = -1;
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mTextureMode = -1;
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mDesaturation = 0;
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mAlphaThreshold = 0.5f;
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mModelMatrixEnabled = false;
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mTextureMatrixEnabled = false;
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mObjectColor = 0xffffffff;
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mObjectColor2 = 0;
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mSoftLight = 0;
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mLightParms[0] = mLightParms[1] = mLightParms[2] = 0.0f;
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mLightParms[3] = -1.f;
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mSpecialEffect = EFF_NONE;
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void Reset();
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mColor.Set(1.0f, 1.0f, 1.0f, 1.0f);
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mGlowTop.Set(0.0f, 0.0f, 0.0f, 0.0f);
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mGlowBottom.Set(0.0f, 0.0f, 0.0f, 0.0f);
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mGlowTopPlane.Set(0.0f, 0.0f, 0.0f, 0.0f);
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mGlowBottomPlane.Set(0.0f, 0.0f, 0.0f, 0.0f);
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mSplitTopPlane.Set(0.0f, 0.0f, 0.0f, 0.0f);
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mSplitBottomPlane.Set(0.0f, 0.0f, 0.0f, 0.0f);
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mDynColor.Set(0.0f, 0.0f, 0.0f, 0.0f);
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void ClearLastMaterial()
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{
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lastMaterial = nullptr;
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}
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void SetMaterial(FMaterial *mat, int clampmode, int translation, int overrideshader, bool alphatexture);
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void Apply();
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void ApplyLightIndex(int index);
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void SetVertexBuffer(FVertexBuffer *vb)
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{
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mVertexBuffer = vb;
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}
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void ResetVertexBuffer()
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{
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// forces rebinding with the next 'apply' call.
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mCurrentVertexBuffer = NULL;
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mModelMatrix.loadIdentity();
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mTextureMatrix.loadIdentity();
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}
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void SetNormal(FVector3 norm)
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@ -229,24 +200,6 @@ public:
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mGlowEnabled = on;
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}
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void EnableSplit(bool on)
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{
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if (!(gl.flags & RFL_NO_CLIP_PLANES))
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{
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mSplitEnabled = on;
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if (on)
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{
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glEnable(GL_CLIP_DISTANCE3);
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glEnable(GL_CLIP_DISTANCE4);
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}
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else
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{
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glDisable(GL_CLIP_DISTANCE3);
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glDisable(GL_CLIP_DISTANCE4);
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}
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}
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}
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void EnableBrightmap(bool on)
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{
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mBrightmapEnabled = on;
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@ -305,12 +258,6 @@ public:
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mObjectColor2 = pe;
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}
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void SetSpecular(float glossiness, float specularLevel)
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{
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mGlossiness = glossiness;
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mSpecularLevel = specularLevel;
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}
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void SetFog(PalEntry c, float d)
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{
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const float LOG2E = 1.442692f; // = 1/log(2)
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@ -329,6 +276,113 @@ public:
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return mFogColor;
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}
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void AlphaFunc(int func, float thresh)
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{
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if (func == GL_GREATER) mAlphaThreshold = thresh;
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else mAlphaThreshold = thresh - 0.001f;
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}
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void SetPlaneTextureRotation(GLSectorPlane *plane, FMaterial *texture)
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{
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if (hw_SetPlaneTextureRotation(plane, texture, mTextureMatrix))
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{
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EnableTextureMatrix(true);
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}
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}
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};
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class FGLRenderState : public FRenderState
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{
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uint8_t mSplitEnabled : 1;
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uint8_t mLastDepthClamp : 1;
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int mSrcBlend, mDstBlend;
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int mBlendEquation;
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float mGlossiness, mSpecularLevel;
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float mShaderTimer;
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float mInterpolationFactor;
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FVertexBuffer *mVertexBuffer, *mCurrentVertexBuffer;
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float mClipSplit[2];
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int mEffectState;
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int mTempTM = TM_MODULATE;
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int stSrcBlend, stDstBlend;
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bool stAlphaTest;
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int stBlendEquation;
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FShader *activeShader;
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EPassType mPassType = NORMAL_PASS;
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int mNumDrawBuffers = 1;
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bool ApplyShader();
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// Texture binding state
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FMaterial *lastMaterial = nullptr;
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int lastClamp = 0;
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int lastTranslation = 0;
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int maxBoundMaterial = -1;
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public:
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FGLRenderState()
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{
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Reset();
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}
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void Reset();
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void ClearLastMaterial()
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{
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lastMaterial = nullptr;
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}
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void SetMaterial(FMaterial *mat, int clampmode, int translation, int overrideshader, bool alphatexture);
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void Apply();
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void ApplyLightIndex(int index);
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void SetVertexBuffer(FVertexBuffer *vb)
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{
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mVertexBuffer = vb;
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}
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void ResetVertexBuffer()
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{
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// forces rebinding with the next 'apply' call.
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mCurrentVertexBuffer = NULL;
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}
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void EnableSplit(bool on)
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{
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if (!(gl.flags & RFL_NO_CLIP_PLANES))
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{
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mSplitEnabled = on;
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if (on)
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{
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glEnable(GL_CLIP_DISTANCE3);
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glEnable(GL_CLIP_DISTANCE4);
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}
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else
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{
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glDisable(GL_CLIP_DISTANCE3);
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glDisable(GL_CLIP_DISTANCE4);
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}
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}
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}
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void SetSpecular(float glossiness, float specularLevel)
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{
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mGlossiness = glossiness;
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mSpecularLevel = specularLevel;
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}
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void SetClipSplit(float bottom, float top)
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{
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mClipSplit[0] = bottom;
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@ -364,12 +418,6 @@ public:
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}
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}
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void AlphaFunc(int func, float thresh)
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{
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if (func == GL_GREATER) mAlphaThreshold = thresh;
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else mAlphaThreshold = thresh - 0.001f;
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}
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void BlendEquation(int eq)
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{
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if (!gl_direct_state_change)
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@ -428,18 +476,6 @@ public:
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return mPassType == GBUFFER_PASS ? 3 : 1;
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}
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// Backwards compatibility crap follows
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void ApplyFixedFunction();
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void DrawColormapOverlay();
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void SetPlaneTextureRotation(GLSectorPlane *plane, FMaterial *texture)
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{
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if (hw_SetPlaneTextureRotation(plane, texture, mTextureMatrix))
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{
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EnableTextureMatrix(true);
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}
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}
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};
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extern FGLRenderState gl_RenderState;
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