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- removed some unused content from FGLRenderState.
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9a03ba3cc5
commit
4603d01ba1
2 changed files with 5 additions and 48 deletions
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@ -38,8 +38,6 @@
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#include "gl/renderer/gl_renderbuffers.h"
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#include "gl/renderer/gl_renderbuffers.h"
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#include "gl/textures/gl_hwtexture.h"
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#include "gl/textures/gl_hwtexture.h"
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void gl_SetTextureMode(int type);
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FGLRenderState gl_RenderState;
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FGLRenderState gl_RenderState;
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CVAR(Bool, gl_direct_state_change, true, 0)
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CVAR(Bool, gl_direct_state_change, true, 0)
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@ -63,8 +61,6 @@ void FGLRenderState::Reset()
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{
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{
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mTextureEnabled = true;
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mTextureEnabled = true;
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mSplitEnabled = mBrightmapEnabled = mFogEnabled = mGlowEnabled = false;
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mSplitEnabled = mBrightmapEnabled = mFogEnabled = mGlowEnabled = false;
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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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mFogColor.d = -1;
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mFogColor.d = -1;
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mTextureMode = -1;
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mTextureMode = -1;
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mDesaturation = 0;
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mDesaturation = 0;
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@ -253,8 +249,6 @@ void FGLRenderState::Apply()
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}
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}
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}
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}
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//ApplyColorMask(); I don't think this is needed.
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if (mVertexBuffer != mCurrentVertexBuffer)
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if (mVertexBuffer != mCurrentVertexBuffer)
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{
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{
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if (mVertexBuffer == NULL) glBindBuffer(GL_ARRAY_BUFFER, 0);
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if (mVertexBuffer == NULL) glBindBuffer(GL_ARRAY_BUFFER, 0);
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@ -266,21 +260,6 @@ void FGLRenderState::Apply()
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void FGLRenderState::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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void FGLRenderState::ApplyLightIndex(int index)
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void FGLRenderState::ApplyLightIndex(int index)
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{
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{
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if (index > -1 && GLRenderer->mLights->GetBufferType() == GL_UNIFORM_BUFFER)
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if (index > -1 && GLRenderer->mLights->GetBufferType() == GL_UNIFORM_BUFFER)
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@ -72,16 +72,17 @@ enum EPassType
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MAX_PASS_TYPES
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MAX_PASS_TYPES
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};
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};
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class FGLRenderState
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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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{
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friend void gl_SetTextureMode(int type);
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bool mTextureEnabled;
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bool mTextureEnabled;
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uint8_t mFogEnabled;
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uint8_t mFogEnabled;
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bool mGlowEnabled;
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bool mGlowEnabled;
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bool mSplitEnabled;
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bool mSplitEnabled;
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bool mBrightmapEnabled;
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bool mBrightmapEnabled;
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bool mColorMask[4];
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bool currentColorMask[4];
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int mSpecialEffect;
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int mSpecialEffect;
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int mTextureMode;
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int mTextureMode;
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int mDesaturation;
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int mDesaturation;
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@ -151,7 +152,6 @@ public:
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void SetMaterial(FMaterial *mat, int clampmode, int translation, int overrideshader, bool alphatexture);
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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 Apply();
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void ApplyColorMask();
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void ApplyLightIndex(int index);
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void ApplyLightIndex(int index);
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void SetVertexBuffer(FVertexBuffer *vb)
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void SetVertexBuffer(FVertexBuffer *vb)
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@ -199,28 +199,6 @@ public:
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mDesaturation = 0;
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mDesaturation = 0;
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}
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}
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void GetColorMask(bool& r, bool &g, bool& b, bool& a) const
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{
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r = mColorMask[0];
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g = mColorMask[1];
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b = mColorMask[2];
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a = mColorMask[3];
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}
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void SetColorMask(bool r, bool g, bool b, bool a)
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{
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mColorMask[0] = r;
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mColorMask[1] = g;
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mColorMask[2] = b;
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mColorMask[3] = a;
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}
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void ResetColorMask()
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{
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for (int i = 0; i < 4; ++i)
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mColorMask[i] = true;
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}
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void SetTextureMode(int mode)
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void SetTextureMode(int mode)
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{
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{
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mTextureMode = mode;
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mTextureMode = mode;
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