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- renamed FRenderState to FGLRenderState.
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9a03ba3cc5
4 changed files with 13 additions and 14 deletions
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@ -40,7 +40,7 @@
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void gl_SetTextureMode(int type);
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FRenderState 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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@ -59,7 +59,7 @@ static void matrixToGL(const VSMatrix &mat, int loc)
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//
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//==========================================================================
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void FRenderState::Reset()
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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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@ -114,7 +114,7 @@ void FRenderState::Reset()
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//
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//==========================================================================
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bool FRenderState::ApplyShader()
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bool FGLRenderState::ApplyShader()
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{
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static uint64_t firstFrame = 0;
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// if firstFrame is not yet initialized, initialize it to current time
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@ -236,7 +236,7 @@ bool FRenderState::ApplyShader()
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//
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//==========================================================================
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void FRenderState::Apply()
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void FGLRenderState::Apply()
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{
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if (!gl_direct_state_change)
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{
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@ -266,7 +266,7 @@ void FRenderState::Apply()
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void FRenderState::ApplyColorMask()
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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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@ -281,7 +281,7 @@ void FRenderState::ApplyColorMask()
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}
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}
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void FRenderState::ApplyLightIndex(int index)
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void FGLRenderState::ApplyLightIndex(int index)
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{
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if (index > -1 && GLRenderer->mLights->GetBufferType() == GL_UNIFORM_BUFFER)
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{
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@ -296,7 +296,7 @@ void FRenderState::ApplyLightIndex(int index)
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//
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//===========================================================================
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void FRenderState::SetMaterial(FMaterial *mat, int clampmode, int translation, int overrideshader, bool alphatexture)
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void FGLRenderState::SetMaterial(FMaterial *mat, int clampmode, int translation, int overrideshader, bool alphatexture)
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{
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if (mat->tex->bHasCanvas)
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{
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@ -306,7 +306,7 @@ void FRenderState::SetMaterial(FMaterial *mat, int clampmode, int translation, i
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{
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mTempTM = TM_MODULATE;
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}
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mEffectState = overrideshader >= 0 ? overrideshader : mat->mShaderIndex;
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mEffectState = overrideshader >= 0 ? overrideshader : mat->GetShaderIndex();
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mShaderTimer = mat->tex->shaderspeed;
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SetSpecular(mat->tex->Glossiness, mat->tex->SpecularLevel);
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@ -72,7 +72,7 @@ enum EPassType
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MAX_PASS_TYPES
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};
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class FRenderState
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class FGLRenderState
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{
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friend void gl_SetTextureMode(int type);
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bool mTextureEnabled;
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@ -136,7 +136,7 @@ public:
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VSMatrix mModelMatrix;
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VSMatrix mTextureMatrix;
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FRenderState()
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FGLRenderState()
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{
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Reset();
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}
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@ -464,6 +464,6 @@ public:
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};
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extern FRenderState gl_RenderState;
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extern FGLRenderState gl_RenderState;
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#endif
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@ -234,7 +234,7 @@ public:
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class FShader
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{
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friend class FShaderCollection;
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friend class FRenderState;
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friend class FGLRenderState;
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unsigned int hShader;
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unsigned int hVertProg;
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@ -50,8 +50,6 @@ struct FTexCoordInfo
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class FMaterial
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{
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friend class FRenderState;
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// This array is needed because not all textures are managed by the texture manager
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// but some code needs to discard all hardware dependent data attached to any created texture.
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// Font characters are not, for example.
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@ -86,6 +84,7 @@ public:
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void SetSpriteRect();
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void Precache();
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void PrecacheList(SpriteHits &translations);
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int GetShaderIndex() const { return mShaderIndex; }
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IHardwareTexture * ValidateSysTexture(FTexture * tex, bool expand);
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void AddTextureLayer(FTexture *tex)
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{
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