mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-28 15:02:01 +00:00
- renamed FRenderState to FGLRenderState.
This commit is contained in:
parent
5f838d52b9
commit
9a03ba3cc5
4 changed files with 13 additions and 14 deletions
|
@ -40,7 +40,7 @@
|
||||||
|
|
||||||
void gl_SetTextureMode(int type);
|
void gl_SetTextureMode(int type);
|
||||||
|
|
||||||
FRenderState gl_RenderState;
|
FGLRenderState gl_RenderState;
|
||||||
|
|
||||||
CVAR(Bool, gl_direct_state_change, true, 0)
|
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;
|
mTextureEnabled = true;
|
||||||
mSplitEnabled = mBrightmapEnabled = mFogEnabled = mGlowEnabled = false;
|
mSplitEnabled = mBrightmapEnabled = mFogEnabled = mGlowEnabled = false;
|
||||||
|
@ -114,7 +114,7 @@ void FRenderState::Reset()
|
||||||
//
|
//
|
||||||
//==========================================================================
|
//==========================================================================
|
||||||
|
|
||||||
bool FRenderState::ApplyShader()
|
bool FGLRenderState::ApplyShader()
|
||||||
{
|
{
|
||||||
static uint64_t firstFrame = 0;
|
static uint64_t firstFrame = 0;
|
||||||
// if firstFrame is not yet initialized, initialize it to current time
|
// 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)
|
if (!gl_direct_state_change)
|
||||||
{
|
{
|
||||||
|
@ -266,7 +266,7 @@ void FRenderState::Apply()
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
void FRenderState::ApplyColorMask()
|
void FGLRenderState::ApplyColorMask()
|
||||||
{
|
{
|
||||||
if ((mColorMask[0] != currentColorMask[0]) ||
|
if ((mColorMask[0] != currentColorMask[0]) ||
|
||||||
(mColorMask[1] != currentColorMask[1]) ||
|
(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)
|
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)
|
if (mat->tex->bHasCanvas)
|
||||||
{
|
{
|
||||||
|
@ -306,7 +306,7 @@ void FRenderState::SetMaterial(FMaterial *mat, int clampmode, int translation, i
|
||||||
{
|
{
|
||||||
mTempTM = TM_MODULATE;
|
mTempTM = TM_MODULATE;
|
||||||
}
|
}
|
||||||
mEffectState = overrideshader >= 0 ? overrideshader : mat->mShaderIndex;
|
mEffectState = overrideshader >= 0 ? overrideshader : mat->GetShaderIndex();
|
||||||
mShaderTimer = mat->tex->shaderspeed;
|
mShaderTimer = mat->tex->shaderspeed;
|
||||||
SetSpecular(mat->tex->Glossiness, mat->tex->SpecularLevel);
|
SetSpecular(mat->tex->Glossiness, mat->tex->SpecularLevel);
|
||||||
|
|
||||||
|
|
|
@ -72,7 +72,7 @@ enum EPassType
|
||||||
MAX_PASS_TYPES
|
MAX_PASS_TYPES
|
||||||
};
|
};
|
||||||
|
|
||||||
class FRenderState
|
class FGLRenderState
|
||||||
{
|
{
|
||||||
friend void gl_SetTextureMode(int type);
|
friend void gl_SetTextureMode(int type);
|
||||||
bool mTextureEnabled;
|
bool mTextureEnabled;
|
||||||
|
@ -136,7 +136,7 @@ public:
|
||||||
VSMatrix mModelMatrix;
|
VSMatrix mModelMatrix;
|
||||||
VSMatrix mTextureMatrix;
|
VSMatrix mTextureMatrix;
|
||||||
|
|
||||||
FRenderState()
|
FGLRenderState()
|
||||||
{
|
{
|
||||||
Reset();
|
Reset();
|
||||||
}
|
}
|
||||||
|
@ -464,6 +464,6 @@ public:
|
||||||
|
|
||||||
};
|
};
|
||||||
|
|
||||||
extern FRenderState gl_RenderState;
|
extern FGLRenderState gl_RenderState;
|
||||||
|
|
||||||
#endif
|
#endif
|
||||||
|
|
|
@ -234,7 +234,7 @@ public:
|
||||||
class FShader
|
class FShader
|
||||||
{
|
{
|
||||||
friend class FShaderCollection;
|
friend class FShaderCollection;
|
||||||
friend class FRenderState;
|
friend class FGLRenderState;
|
||||||
|
|
||||||
unsigned int hShader;
|
unsigned int hShader;
|
||||||
unsigned int hVertProg;
|
unsigned int hVertProg;
|
||||||
|
|
|
@ -50,8 +50,6 @@ struct FTexCoordInfo
|
||||||
|
|
||||||
class FMaterial
|
class FMaterial
|
||||||
{
|
{
|
||||||
friend class FRenderState;
|
|
||||||
|
|
||||||
// This array is needed because not all textures are managed by the texture manager
|
// 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.
|
// but some code needs to discard all hardware dependent data attached to any created texture.
|
||||||
// Font characters are not, for example.
|
// Font characters are not, for example.
|
||||||
|
@ -86,6 +84,7 @@ public:
|
||||||
void SetSpriteRect();
|
void SetSpriteRect();
|
||||||
void Precache();
|
void Precache();
|
||||||
void PrecacheList(SpriteHits &translations);
|
void PrecacheList(SpriteHits &translations);
|
||||||
|
int GetShaderIndex() const { return mShaderIndex; }
|
||||||
IHardwareTexture * ValidateSysTexture(FTexture * tex, bool expand);
|
IHardwareTexture * ValidateSysTexture(FTexture * tex, bool expand);
|
||||||
void AddTextureLayer(FTexture *tex)
|
void AddTextureLayer(FTexture *tex)
|
||||||
{
|
{
|
||||||
|
|
Loading…
Reference in a new issue