- moved the clipline uniform to the viewpoint buffer.

This was the final one of the per-scene values that could be taken out of the render state.
This commit is contained in:
Christoph Oelckers 2018-06-22 23:49:39 +02:00
commit 82d7e5970f
12 changed files with 35 additions and 107 deletions

View file

@ -61,7 +61,7 @@ static void matrixToGL(const VSMatrix &mat, int loc)
void FRenderState::Reset()
{
mTextureEnabled = true;
mClipLineShouldBeActive = mClipLineEnabled = mSplitEnabled = mBrightmapEnabled = mFogEnabled = mGlowEnabled = false;
mSplitEnabled = mBrightmapEnabled = mFogEnabled = mGlowEnabled = false;
mColorMask[0] = mColorMask[1] = mColorMask[2] = mColorMask[3] = true;
currentColorMask[0] = currentColorMask[1] = currentColorMask[2] = currentColorMask[3] = true;
mFogColor.d = -1;
@ -99,7 +99,6 @@ void FRenderState::Reset()
mGlowBottomPlane.Set(0.0f, 0.0f, 0.0f, 0.0f);
mSplitTopPlane.Set(0.0f, 0.0f, 0.0f, 0.0f);
mSplitBottomPlane.Set(0.0f, 0.0f, 0.0f, 0.0f);
mClipLine.Set(0.0f, 0.0f, 0.0f, 0.0f);
mDynColor.Set(0.0f, 0.0f, 0.0f, 0.0f);
mEffectState = 0;
activeShader = nullptr;
@ -201,17 +200,6 @@ bool FRenderState::ApplyShader()
activeShader->currentsplitstate = 0;
}
if (mClipLineEnabled)
{
activeShader->muClipLine.Set(mClipLine.vec);
activeShader->currentcliplinestate = 1;
}
else if (activeShader->currentcliplinestate)
{
activeShader->muClipLine.Set(-10000000.0, 0, 0, 0);
activeShader->currentcliplinestate = 0;
}
if (mTextureMatrixEnabled)
{
matrixToGL(mTextureMatrix, activeShader->texturematrix_index);