- started splitting the render state struct.

Reusable parts should be in hwrenderer later.
This commit is contained in:
Christoph Oelckers 2018-10-20 13:34:29 +02:00
commit a4f7fd2e46
2 changed files with 148 additions and 135 deletions

View file

@ -59,24 +59,12 @@ static void matrixToGL(const VSMatrix &mat, int loc)
void FGLRenderState::Reset()
{
mTextureEnabled = true;
mSplitEnabled = mBrightmapEnabled = mFogEnabled = mGlowEnabled = false;
mFogColor.d = -1;
mTextureMode = -1;
mDesaturation = 0;
FRenderState::Reset();
mSplitEnabled = false;
mSrcBlend = GL_SRC_ALPHA;
mDstBlend = GL_ONE_MINUS_SRC_ALPHA;
mAlphaThreshold = 0.5f;
mBlendEquation = GL_FUNC_ADD;
mModelMatrixEnabled = false;
mTextureMatrixEnabled = false;
mObjectColor = 0xffffffff;
mObjectColor2 = 0;
mVertexBuffer = mCurrentVertexBuffer = NULL;
mSoftLight = 0;
mLightParms[0] = mLightParms[1] = mLightParms[2] = 0.0f;
mLightParms[3] = -1.f;
mSpecialEffect = EFF_NONE;
mGlossiness = 0.0f;
mSpecularLevel = 0.0f;
mShaderTimer = 0.0f;
@ -84,23 +72,12 @@ void FGLRenderState::Reset()
stSrcBlend = stDstBlend = -1;
stBlendEquation = -1;
stAlphaThreshold = -1.f;
stAlphaTest = 0;
mLastDepthClamp = true;
mInterpolationFactor = 0.0f;
mColor.Set(1.0f, 1.0f, 1.0f, 1.0f);
mGlowTop.Set(0.0f, 0.0f, 0.0f, 0.0f);
mGlowBottom.Set(0.0f, 0.0f, 0.0f, 0.0f);
mGlowTopPlane.Set(0.0f, 0.0f, 0.0f, 0.0f);
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);
mDynColor.Set(0.0f, 0.0f, 0.0f, 0.0f);
mEffectState = 0;
activeShader = nullptr;
mModelMatrix.loadIdentity();
mTextureMatrix.loadIdentity();
mPassType = NORMAL_PASS;
}