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291 lines
4.7 KiB
C++
291 lines
4.7 KiB
C++
#ifndef __GL_RENDERSTATE_H
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#define __GL_RENDERSTATE_H
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#include <string.h>
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#include "gl/system/gl_interface.h"
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#include "gl/data/gl_data.h"
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#include "c_cvars.h"
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#include "r_defs.h"
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class FVertexBuffer;
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EXTERN_CVAR(Bool, gl_direct_state_change)
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struct FStateVec4
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{
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float vec[4];
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void Set(float r, float g, float b, float a)
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{
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vec[0] = r;
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vec[1] = g;
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vec[2] = b;
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vec[3] = a;
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}
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};
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enum EEffect
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{
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EFF_NONE=-1,
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EFF_FOGBOUNDARY,
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EFF_SPHEREMAP,
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EFF_BURN,
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EFF_STENCIL,
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MAX_EFFECTS
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};
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class FRenderState
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{
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bool mTextureEnabled;
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bool mFogEnabled;
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bool mGlowEnabled;
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bool mLightEnabled;
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bool mBrightmapEnabled;
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int mSpecialEffect;
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int mTextureMode;
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int mDesaturation;
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int mSoftLight;
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float mLightParms[4];
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int mNumLights[4];
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float *mLightData;
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int mSrcBlend, mDstBlend;
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int mAlphaFunc;
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float mAlphaThreshold;
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bool mAlphaTest;
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int mBlendEquation;
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bool m2D;
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float mInterpolationFactor;
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FVertexBuffer *mVertexBuffer, *mCurrentVertexBuffer;
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FStateVec4 mColor;
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FStateVec4 mCameraPos;
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FStateVec4 mGlowTop, mGlowBottom;
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FStateVec4 mGlowTopPlane, mGlowBottomPlane;
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PalEntry mFogColor;
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PalEntry mObjectColor;
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FStateVec4 mDynColor;
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int mEffectState;
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int mColormapState;
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int glSrcBlend, glDstBlend;
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int glAlphaFunc;
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float glAlphaThreshold;
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bool glAlphaTest;
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int glBlendEquation;
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bool ApplyShader();
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public:
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FRenderState()
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{
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Reset();
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}
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void Reset();
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void SetupShader(int &shaderindex, float warptime);
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void Apply();
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void SetVertexBuffer(FVertexBuffer *vb)
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{
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mVertexBuffer = vb;
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}
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void ResetVertexBuffer()
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{
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// forces rebinding with the next 'apply' call.
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mCurrentVertexBuffer = NULL;
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}
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void SetColor(float r, float g, float b, float a = 1.f, int desat = 0)
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{
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mColor.Set(r, g, b, a);
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mDesaturation = desat;
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}
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void SetColor(PalEntry pe, int desat = 0)
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{
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mColor.Set(pe.r/255.f, pe.g/255.f, pe.b/255.f, pe.a/255.f);
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mDesaturation = desat;
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}
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void SetColorAlpha(PalEntry pe, float alpha = 1.f, int desat = 0)
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{
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mColor.Set(pe.r/255.f, pe.g/255.f, pe.b/255.f, alpha);
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mDesaturation = desat;
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}
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void ResetColor()
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{
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mColor.Set(1,1,1,1);
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mDesaturation = 0;
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}
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void SetTextureMode(int mode)
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{
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mTextureMode = mode;
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}
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void EnableTexture(bool on)
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{
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mTextureEnabled = on;
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}
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void EnableFog(bool on)
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{
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mFogEnabled = on;
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}
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void SetEffect(int eff)
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{
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mSpecialEffect = eff;
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}
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void EnableGlow(bool on)
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{
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mGlowEnabled = on;
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}
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void EnableLight(bool on)
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{
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mLightEnabled = on;
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}
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void EnableBrightmap(bool on)
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{
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mBrightmapEnabled = on;
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}
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void SetCameraPos(float x, float y, float z)
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{
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mCameraPos.Set(x, z, y, 0);
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}
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void SetGlowParams(float *t, float *b)
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{
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mGlowTop.Set(t[0], t[1], t[2], t[3]);
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mGlowBottom.Set(b[0], b[1], b[2], b[3]);
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}
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void SetSoftLightLevel(int level)
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{
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if (glset.lightmode == 8) mLightParms[3] = level / 255.f;
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else mLightParms[3] = -1.f;
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}
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void SetGlowPlanes(const secplane_t &top, const secplane_t &bottom)
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{
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mGlowTopPlane.Set(FIXED2FLOAT(top.a), FIXED2FLOAT(top.b), FIXED2FLOAT(top.ic), FIXED2FLOAT(top.d));
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mGlowBottomPlane.Set(FIXED2FLOAT(bottom.a), FIXED2FLOAT(bottom.b), FIXED2FLOAT(bottom.ic), FIXED2FLOAT(bottom.d));
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}
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void SetDynLight(float r, float g, float b)
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{
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mDynColor.Set(r, g, b, 0);
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}
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void SetObjectColor(PalEntry pe)
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{
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mObjectColor = pe;
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}
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void SetFog(PalEntry c, float d)
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{
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const float LOG2E = 1.442692f; // = 1/log(2)
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mFogColor = c;
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if (d >= 0.0f) mLightParms[2] = d * (-LOG2E / 64000.f);
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}
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void SetLightParms(float f, float d)
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{
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mLightParms[1] = f;
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mLightParms[0] = d;
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}
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void SetLights(int *numlights, float *lightdata)
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{
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mNumLights[0] = 0;
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mNumLights[1] = numlights[0];
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mNumLights[2] = numlights[1];
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mNumLights[3] = numlights[2];
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mLightData = lightdata; // caution: the data must be preserved by the caller until the 'apply' call!
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}
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void SetFixedColormap(int cm)
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{
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mColormapState = cm;
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}
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PalEntry GetFogColor() const
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{
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return mFogColor;
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}
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void BlendFunc(int src, int dst)
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{
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if (!gl_direct_state_change)
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{
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mSrcBlend = src;
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mDstBlend = dst;
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}
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else
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{
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glBlendFunc(src, dst);
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}
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}
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void AlphaFunc(int func, float thresh)
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{
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if (!gl_direct_state_change)
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{
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mAlphaFunc = func;
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mAlphaThreshold = thresh;
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}
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else
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{
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::glAlphaFunc(func, thresh);
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}
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}
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void EnableAlphaTest(bool on)
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{
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if (!gl_direct_state_change)
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{
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mAlphaTest = on;
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}
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else
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{
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if (on) glEnable(GL_ALPHA_TEST);
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else glDisable(GL_ALPHA_TEST);
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}
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}
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void BlendEquation(int eq)
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{
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if (!gl_direct_state_change)
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{
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mBlendEquation = eq;
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}
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else
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{
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::glBlendEquation(eq);
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}
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}
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void Set2DMode(bool on)
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{
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m2D = on;
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}
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void SetInterpolationFactor(float fac)
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{
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mInterpolationFactor = fac;
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}
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};
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extern FRenderState gl_RenderState;
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#endif
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