2013-06-23 07:49:34 +00:00
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/*
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** gl_renderstate.cpp
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** Render state maintenance
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**
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**---------------------------------------------------------------------------
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** Copyright 2009 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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** 4. When not used as part of GZDoom or a GZDoom derivative, this code will be
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** covered by the terms of the GNU Lesser General Public License as published
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** by the Free Software Foundation; either version 2.1 of the License, or (at
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** your option) any later version.
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** 5. Full disclosure of the entire project's source code, except for third
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** party libraries is mandatory. (NOTE: This clause is non-negotiable!)
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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2014-05-12 12:45:41 +00:00
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#include "templates.h"
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2013-06-23 07:49:34 +00:00
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#include "gl/system/gl_system.h"
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2013-09-03 16:29:39 +00:00
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#include "gl/system/gl_interface.h"
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2013-06-23 07:49:34 +00:00
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#include "gl/data/gl_data.h"
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2014-05-10 19:47:07 +00:00
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#include "gl/data/gl_vertexbuffer.h"
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2013-06-23 07:49:34 +00:00
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#include "gl/system/gl_cvars.h"
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#include "gl/shaders/gl_shader.h"
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#include "gl/renderer/gl_renderer.h"
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#include "gl/renderer/gl_renderstate.h"
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#include "gl/renderer/gl_colormap.h"
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2014-08-01 18:59:39 +00:00
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#include "gl/dynlights//gl_lightbuffer.h"
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2013-06-23 07:49:34 +00:00
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2013-08-18 13:41:52 +00:00
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void gl_SetTextureMode(int type);
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2013-06-23 07:49:34 +00:00
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FRenderState gl_RenderState;
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CVAR(Bool, gl_direct_state_change, true, 0)
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2014-07-13 18:41:20 +00:00
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static VSMatrix identityMatrix(1);
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2014-07-13 20:37:34 +00:00
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TArray<VSMatrix> gl_MatrixStack;
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2014-07-13 18:41:20 +00:00
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2013-06-23 07:49:34 +00:00
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void FRenderState::Reset()
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{
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mTextureEnabled = true;
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2016-01-30 22:01:11 +00:00
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mSplitEnabled = mBrightmapEnabled = mFogEnabled = mGlowEnabled = false;
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2015-12-31 16:57:21 +00:00
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mColorMask[0] = mColorMask[1] = mColorMask[2] = mColorMask[3] = true;
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currentColorMask[0] = currentColorMask[1] = currentColorMask[2] = currentColorMask[3] = true;
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2014-06-29 09:00:21 +00:00
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mFogColor.d = -1;
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mTextureMode = -1;
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2014-08-01 18:59:39 +00:00
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mLightIndex = -1;
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2014-05-12 12:45:41 +00:00
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mDesaturation = 0;
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2013-06-23 07:49:34 +00:00
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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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2014-05-11 14:06:25 +00:00
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mObjectColor = 0xffffffff;
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2013-06-23 07:49:34 +00:00
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m2D = true;
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2014-05-10 19:47:07 +00:00
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mVertexBuffer = mCurrentVertexBuffer = NULL;
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2014-05-11 19:47:54 +00:00
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mColormapState = CM_DEFAULT;
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2014-05-12 12:45:41 +00:00
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mLightParms[3] = -1.f;
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2014-06-29 09:00:21 +00:00
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mSpecialEffect = EFF_NONE;
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2014-07-13 11:25:42 +00:00
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mClipHeightTop = 65536.f;
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mClipHeightBottom = -65536.f;
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2015-04-05 16:55:21 +00:00
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ClearClipSplit();
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2014-07-27 10:33:54 +00:00
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stSrcBlend = stDstBlend = -1;
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stBlendEquation = -1;
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stAlphaThreshold = -1.f;
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2014-11-27 11:26:52 +00:00
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mLastDepthClamp = true;
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2013-06-23 07:49:34 +00:00
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}
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//==========================================================================
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//
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// Apply shader settings
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//
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//==========================================================================
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bool FRenderState::ApplyShader()
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{
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2016-01-30 22:01:11 +00:00
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static const float nulvec[] = { 0.f, 0.f, 0.f, 0.f };
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2014-06-21 13:50:32 +00:00
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if (mSpecialEffect > EFF_NONE)
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{
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activeShader = GLRenderer->mShaderManager->BindEffect(mSpecialEffect);
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}
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else
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{
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2014-08-02 19:06:34 +00:00
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activeShader = GLRenderer->mShaderManager->Get(mTextureEnabled ? mEffectState : 4, mAlphaThreshold >= 0.f);
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2014-06-21 13:50:32 +00:00
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activeShader->Bind();
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}
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2013-06-23 07:49:34 +00:00
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2014-06-21 13:50:32 +00:00
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int fogset = 0;
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2014-07-13 10:14:12 +00:00
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2014-06-21 13:50:32 +00:00
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if (mFogEnabled)
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2013-06-23 07:49:34 +00:00
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{
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2014-06-21 13:50:32 +00:00
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if ((mFogColor & 0xffffff) == 0)
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2014-05-11 11:27:51 +00:00
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{
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2014-06-21 13:50:32 +00:00
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fogset = gl_fogmode;
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2013-06-23 07:49:34 +00:00
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}
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2014-05-21 10:36:29 +00:00
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else
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2014-05-11 19:47:54 +00:00
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{
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2014-06-21 13:50:32 +00:00
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fogset = -gl_fogmode;
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2014-05-11 19:47:54 +00:00
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}
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2014-06-21 13:50:32 +00:00
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}
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2014-05-11 12:46:37 +00:00
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2014-07-14 22:37:13 +00:00
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glVertexAttrib4fv(VATTR_COLOR, mColor.vec);
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2013-06-23 07:49:34 +00:00
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2014-06-21 13:50:32 +00:00
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activeShader->muDesaturation.Set(mDesaturation / 255.f);
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activeShader->muFogEnabled.Set(fogset);
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activeShader->muTextureMode.Set(mTextureMode);
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activeShader->muCameraPos.Set(mCameraPos.vec);
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activeShader->muLightParms.Set(mLightParms);
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activeShader->muFogColor.Set(mFogColor);
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activeShader->muObjectColor.Set(mObjectColor);
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2014-07-01 07:52:41 +00:00
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activeShader->muDynLightColor.Set(mDynColor.vec);
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2014-06-29 09:00:21 +00:00
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activeShader->muInterpolationFactor.Set(mInterpolationFactor);
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2014-07-13 11:25:42 +00:00
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activeShader->muClipHeightTop.Set(mClipHeightTop);
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activeShader->muClipHeightBottom.Set(mClipHeightBottom);
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2014-07-26 18:56:10 +00:00
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activeShader->muTimer.Set(gl_frameMS * mShaderTimer / 1000.f);
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2014-07-30 21:13:16 +00:00
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activeShader->muAlphaThreshold.Set(mAlphaThreshold);
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2014-08-01 18:59:39 +00:00
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activeShader->muLightIndex.Set(mLightIndex); // will always be -1 for now
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2015-04-05 16:55:21 +00:00
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activeShader->muClipSplit.Set(mClipSplit);
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2014-05-12 12:45:41 +00:00
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2014-06-21 13:50:32 +00:00
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if (mGlowEnabled)
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{
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activeShader->muGlowTopColor.Set(mGlowTop.vec);
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activeShader->muGlowBottomColor.Set(mGlowBottom.vec);
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activeShader->muGlowTopPlane.Set(mGlowTopPlane.vec);
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activeShader->muGlowBottomPlane.Set(mGlowBottomPlane.vec);
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activeShader->currentglowstate = 1;
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}
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else if (activeShader->currentglowstate)
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{
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// if glowing is on, disable it.
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activeShader->muGlowTopColor.Set(nulvec);
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activeShader->muGlowBottomColor.Set(nulvec);
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activeShader->muGlowTopPlane.Set(nulvec);
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activeShader->muGlowBottomPlane.Set(nulvec);
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activeShader->currentglowstate = 0;
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}
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2016-01-30 22:01:11 +00:00
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if (mSplitEnabled)
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{
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activeShader->muSplitTopPlane.Set(mSplitTopPlane.vec);
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activeShader->muSplitBottomPlane.Set(mSplitBottomPlane.vec);
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activeShader->currentsplitstate = 1;
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}
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else
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{
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activeShader->muSplitTopPlane.Set(nulvec);
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activeShader->muSplitBottomPlane.Set(nulvec);
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}
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2014-06-21 13:50:32 +00:00
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if (mColormapState != activeShader->currentfixedcolormap)
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{
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float r, g, b;
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activeShader->currentfixedcolormap = mColormapState;
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if (mColormapState == CM_DEFAULT)
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2013-06-23 07:49:34 +00:00
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{
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2014-06-21 13:50:32 +00:00
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activeShader->muFixedColormap.Set(0);
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2013-06-23 07:49:34 +00:00
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}
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2014-06-21 13:50:32 +00:00
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else if (mColormapState < CM_MAXCOLORMAP)
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2014-05-10 15:09:43 +00:00
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{
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2014-06-21 13:50:32 +00:00
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FSpecialColormap *scm = &SpecialColormaps[gl_fixedcolormap - CM_FIRSTSPECIALCOLORMAP];
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float m[] = { scm->ColorizeEnd[0] - scm->ColorizeStart[0],
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scm->ColorizeEnd[1] - scm->ColorizeStart[1], scm->ColorizeEnd[2] - scm->ColorizeStart[2], 0.f };
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2014-05-10 15:09:43 +00:00
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2014-06-21 13:50:32 +00:00
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activeShader->muFixedColormap.Set(1);
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activeShader->muColormapStart.Set(scm->ColorizeStart[0], scm->ColorizeStart[1], scm->ColorizeStart[2], 0.f);
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activeShader->muColormapRange.Set(m);
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2014-05-11 14:06:25 +00:00
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}
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2014-06-21 13:50:32 +00:00
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else if (mColormapState == CM_FOGLAYER)
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2014-05-11 14:49:17 +00:00
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{
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2014-06-21 13:50:32 +00:00
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activeShader->muFixedColormap.Set(3);
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2014-05-11 14:49:17 +00:00
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}
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2014-06-21 13:50:32 +00:00
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else if (mColormapState == CM_LITE)
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2014-05-11 22:13:19 +00:00
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{
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2014-06-21 13:50:32 +00:00
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if (gl_enhanced_nightvision)
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2014-05-12 12:45:41 +00:00
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{
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2014-06-21 13:50:32 +00:00
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r = 0.375f, g = 1.0f, b = 0.375f;
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2014-05-12 12:45:41 +00:00
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}
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2014-06-21 13:50:32 +00:00
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else
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2014-05-12 12:45:41 +00:00
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{
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2014-06-21 13:50:32 +00:00
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r = g = b = 1.f;
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2014-05-12 12:45:41 +00:00
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}
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2014-06-21 13:50:32 +00:00
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activeShader->muFixedColormap.Set(2);
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activeShader->muColormapStart.Set(r, g, b, 1.f);
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}
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else if (mColormapState >= CM_TORCH)
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{
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int flicker = mColormapState - CM_TORCH;
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r = (0.8f + (7 - flicker) / 70.0f);
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if (r > 1.0f) r = 1.0f;
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b = g = r;
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if (gl_enhanced_nightvision) b = g * 0.75f;
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activeShader->muFixedColormap.Set(2);
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activeShader->muColormapStart.Set(r, g, b, 1.f);
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2014-05-12 12:45:41 +00:00
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}
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2013-06-23 07:49:34 +00:00
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}
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2014-07-13 18:41:20 +00:00
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if (mTextureMatrixEnabled)
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{
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mTextureMatrix.matrixToGL(activeShader->texturematrix_index);
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activeShader->currentTextureMatrixState = true;
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}
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else if (activeShader->currentTextureMatrixState)
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{
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activeShader->currentTextureMatrixState = false;
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identityMatrix.matrixToGL(activeShader->texturematrix_index);
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}
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if (mModelMatrixEnabled)
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{
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mModelMatrix.matrixToGL(activeShader->modelmatrix_index);
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activeShader->currentModelMatrixState = true;
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}
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else if (activeShader->currentModelMatrixState)
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{
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activeShader->currentModelMatrixState = false;
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identityMatrix.matrixToGL(activeShader->modelmatrix_index);
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}
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2014-06-21 13:50:32 +00:00
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return true;
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2013-06-23 07:49:34 +00:00
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}
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//==========================================================================
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//
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// Apply State
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//
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//==========================================================================
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2014-06-21 13:50:32 +00:00
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void FRenderState::Apply()
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2013-06-23 07:49:34 +00:00
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{
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if (!gl_direct_state_change)
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{
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2014-07-27 10:33:54 +00:00
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if (mSrcBlend != stSrcBlend || mDstBlend != stDstBlend)
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2013-06-23 07:49:34 +00:00
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{
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2014-07-27 10:33:54 +00:00
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stSrcBlend = mSrcBlend;
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stDstBlend = mDstBlend;
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2013-06-23 07:49:34 +00:00
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glBlendFunc(mSrcBlend, mDstBlend);
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}
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2014-07-27 10:33:54 +00:00
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if (mBlendEquation != stBlendEquation)
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2013-06-23 07:49:34 +00:00
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{
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2014-07-27 10:33:54 +00:00
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stBlendEquation = mBlendEquation;
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glBlendEquation(mBlendEquation);
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2013-06-23 07:49:34 +00:00
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}
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}
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2016-01-01 09:59:34 +00:00
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//ApplyColorMask(); I don't think this is needed.
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2015-12-31 16:57:21 +00:00
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2014-05-10 19:47:07 +00:00
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if (mVertexBuffer != mCurrentVertexBuffer)
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{
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if (mVertexBuffer == NULL) glBindBuffer(GL_ARRAY_BUFFER, 0);
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else mVertexBuffer->BindVBO();
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mCurrentVertexBuffer = mVertexBuffer;
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}
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2014-06-21 13:50:32 +00:00
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ApplyShader();
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2013-06-23 07:49:34 +00:00
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}
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2014-07-13 20:37:34 +00:00
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2015-12-31 16:57:21 +00:00
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void FRenderState::ApplyColorMask()
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{
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if ((mColorMask[0] != currentColorMask[0]) ||
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(mColorMask[1] != currentColorMask[1]) ||
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(mColorMask[2] != currentColorMask[2]) ||
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(mColorMask[3] != currentColorMask[3]))
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{
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glColorMask(mColorMask[0], mColorMask[1], mColorMask[2], mColorMask[3]);
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currentColorMask[0] = mColorMask[0];
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currentColorMask[1] = mColorMask[1];
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currentColorMask[2] = mColorMask[2];
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currentColorMask[3] = mColorMask[3];
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}
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}
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2014-07-13 20:37:34 +00:00
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void FRenderState::ApplyMatrices()
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{
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2014-07-13 21:13:40 +00:00
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if (GLRenderer->mShaderManager != NULL)
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{
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GLRenderer->mShaderManager->ApplyMatrices(&mProjectionMatrix, &mViewMatrix);
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}
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2014-07-13 20:37:34 +00:00
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}
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2014-08-01 18:59:39 +00:00
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void FRenderState::ApplyLightIndex(int index)
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{
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if (GLRenderer->mLights->GetBufferType() == GL_UNIFORM_BUFFER && index > -1)
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{
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index = GLRenderer->mLights->BindUBO(index);
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}
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activeShader->muLightIndex.Set(index);
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}
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