- renamed FRenderState to FGLRenderState.

This commit is contained in:
Christoph Oelckers 2018-10-20 13:05:36 +02:00
parent 5f838d52b9
commit 9a03ba3cc5
4 changed files with 13 additions and 14 deletions

View file

@ -40,7 +40,7 @@
void gl_SetTextureMode(int type);
FRenderState gl_RenderState;
FGLRenderState gl_RenderState;
CVAR(Bool, gl_direct_state_change, true, 0)
@ -59,7 +59,7 @@ static void matrixToGL(const VSMatrix &mat, int loc)
//
//==========================================================================
void FRenderState::Reset()
void FGLRenderState::Reset()
{
mTextureEnabled = true;
mSplitEnabled = mBrightmapEnabled = mFogEnabled = mGlowEnabled = false;
@ -114,7 +114,7 @@ void FRenderState::Reset()
//
//==========================================================================
bool FRenderState::ApplyShader()
bool FGLRenderState::ApplyShader()
{
static uint64_t firstFrame = 0;
// if firstFrame is not yet initialized, initialize it to current time
@ -236,7 +236,7 @@ bool FRenderState::ApplyShader()
//
//==========================================================================
void FRenderState::Apply()
void FGLRenderState::Apply()
{
if (!gl_direct_state_change)
{
@ -266,7 +266,7 @@ void FRenderState::Apply()
void FRenderState::ApplyColorMask()
void FGLRenderState::ApplyColorMask()
{
if ((mColorMask[0] != currentColorMask[0]) ||
(mColorMask[1] != currentColorMask[1]) ||
@ -281,7 +281,7 @@ void FRenderState::ApplyColorMask()
}
}
void FRenderState::ApplyLightIndex(int index)
void FGLRenderState::ApplyLightIndex(int index)
{
if (index > -1 && GLRenderer->mLights->GetBufferType() == GL_UNIFORM_BUFFER)
{
@ -296,7 +296,7 @@ void FRenderState::ApplyLightIndex(int index)
//
//===========================================================================
void FRenderState::SetMaterial(FMaterial *mat, int clampmode, int translation, int overrideshader, bool alphatexture)
void FGLRenderState::SetMaterial(FMaterial *mat, int clampmode, int translation, int overrideshader, bool alphatexture)
{
if (mat->tex->bHasCanvas)
{
@ -306,7 +306,7 @@ void FRenderState::SetMaterial(FMaterial *mat, int clampmode, int translation, i
{
mTempTM = TM_MODULATE;
}
mEffectState = overrideshader >= 0 ? overrideshader : mat->mShaderIndex;
mEffectState = overrideshader >= 0 ? overrideshader : mat->GetShaderIndex();
mShaderTimer = mat->tex->shaderspeed;
SetSpecular(mat->tex->Glossiness, mat->tex->SpecularLevel);

View file

@ -72,7 +72,7 @@ enum EPassType
MAX_PASS_TYPES
};
class FRenderState
class FGLRenderState
{
friend void gl_SetTextureMode(int type);
bool mTextureEnabled;
@ -136,7 +136,7 @@ public:
VSMatrix mModelMatrix;
VSMatrix mTextureMatrix;
FRenderState()
FGLRenderState()
{
Reset();
}
@ -464,6 +464,6 @@ public:
};
extern FRenderState gl_RenderState;
extern FGLRenderState gl_RenderState;
#endif

View file

@ -234,7 +234,7 @@ public:
class FShader
{
friend class FShaderCollection;
friend class FRenderState;
friend class FGLRenderState;
unsigned int hShader;
unsigned int hVertProg;

View file

@ -50,8 +50,6 @@ struct FTexCoordInfo
class FMaterial
{
friend class FRenderState;
// This array is needed because not all textures are managed by the texture manager
// but some code needs to discard all hardware dependent data attached to any created texture.
// Font characters are not, for example.
@ -86,6 +84,7 @@ public:
void SetSpriteRect();
void Precache();
void PrecacheList(SpriteHits &translations);
int GetShaderIndex() const { return mShaderIndex; }
IHardwareTexture * ValidateSysTexture(FTexture * tex, bool expand);
void AddTextureLayer(FTexture *tex)
{