Reintroduced caching and doing sanity check on setRasterStage.
This commit is contained in:
+239
-59
@@ -153,8 +153,8 @@ int32 u_surfProps;
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Shader *defaultShader;
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//static bool32 stateDirty = 1;
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//static bool32 sceneDirty = 1;
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//static bool32 objectDirty = 1;
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static bool32 sceneDirty = 1;
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static bool32 objectDirty = 1;
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struct RwRasterStateCache {
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Raster *raster;
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@@ -176,6 +176,14 @@ struct RwStateCache {
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uint32 zwrite;
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uint32 ztest;
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uint32 cullmode;
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uint32 stencilenable;
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uint32 stencilpass;
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uint32 stencilfail;
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uint32 stencilzfail;
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uint32 stencilfunc;
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uint32 stencilref;
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uint32 stencilmask;
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uint32 stencilwritemask;
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uint32 fogEnable;
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float32 fogStart;
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float32 fogEnd;
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@@ -199,6 +207,14 @@ enum
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RWGL_DEPTHMASK,
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RWGL_CULL,
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RWGL_CULLFACE,
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RWGL_STENCIL,
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RWGL_STENCILFUNC,
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RWGL_STENCILFAIL,
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RWGL_STENCILZFAIL,
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RWGL_STENCILPASS,
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RWGL_STENCILREF,
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RWGL_STENCILMASK,
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RWGL_STENCILWRITEMASK,
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// uniforms
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RWGL_ALPHAFUNC,
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@@ -210,7 +226,7 @@ enum
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RWGL_NUM_STATES
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};
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//static bool uniformStateDirty[RWGL_NUM_STATES];
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static bool uniformStateDirty[RWGL_NUM_STATES];
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struct GlState {
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bool32 blendEnable;
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@@ -223,6 +239,18 @@ struct GlState {
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bool32 cullEnable;
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uint32 cullFace;
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bool32 stencilEnable;
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// glStencilFunc
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uint32 stencilFunc;
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uint32 stencilRef;
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uint32 stencilMask;
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// glStencilOp
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uint32 stencilPass;
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uint32 stencilFail;
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uint32 stencilZFail;
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// glStencilMask
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uint32 stencilWriteMask;
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};
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static GlState curGlState, oldGlState;
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@@ -246,6 +274,30 @@ static uint32 blendMap[] = {
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GL_SRC_ALPHA_SATURATE,
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};
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static uint32 stencilOpMap[] = {
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GL_KEEP, // actually invalid
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GL_KEEP,
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GL_ZERO,
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GL_REPLACE,
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GL_INCR,
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GL_DECR,
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GL_INVERT,
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GL_INCR_WRAP,
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GL_DECR_WRAP
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};
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static uint32 stencilFuncMap[] = {
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GL_NEVER, // actually invalid
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GL_NEVER,
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GL_LESS,
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GL_EQUAL,
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GL_LEQUAL,
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GL_GREATER,
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GL_NOTEQUAL,
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GL_GEQUAL,
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GL_ALWAYS
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};
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/*
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* GL state cache
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*/
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@@ -262,45 +314,78 @@ setGlRenderState(uint32 state, uint32 value)
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case RWGL_DEPTHMASK: curGlState.depthMask = value; break;
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case RWGL_CULL: curGlState.cullEnable = value; break;
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case RWGL_CULLFACE: curGlState.cullFace = value; break;
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case RWGL_STENCIL: curGlState.stencilEnable = value; break;
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case RWGL_STENCILFUNC: curGlState.stencilFunc = value; break;
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case RWGL_STENCILFAIL: curGlState.stencilFail = value; break;
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case RWGL_STENCILZFAIL: curGlState.stencilZFail = value; break;
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case RWGL_STENCILPASS: curGlState.stencilPass = value; break;
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case RWGL_STENCILREF: curGlState.stencilRef = value; break;
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case RWGL_STENCILMASK: curGlState.stencilMask = value; break;
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case RWGL_STENCILWRITEMASK: curGlState.stencilWriteMask = value; break;
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}
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}
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void
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flushGlRenderState(void)
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{
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//if(oldGlState.blendEnable != curGlState.blendEnable){
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if(oldGlState.blendEnable != curGlState.blendEnable){
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oldGlState.blendEnable = curGlState.blendEnable;
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(oldGlState.blendEnable ? glEnable : glDisable)(GL_BLEND);
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//}
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}
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//if(oldGlState.srcblend != curGlState.srcblend ||
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// oldGlState.destblend != curGlState.destblend){
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if(oldGlState.srcblend != curGlState.srcblend ||
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oldGlState.destblend != curGlState.destblend){
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oldGlState.srcblend = curGlState.srcblend;
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oldGlState.destblend = curGlState.destblend;
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glBlendFunc(oldGlState.srcblend, oldGlState.destblend);
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//}
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}
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//if(oldGlState.depthTest != curGlState.depthTest){
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if(oldGlState.depthTest != curGlState.depthTest){
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oldGlState.depthTest = curGlState.depthTest;
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(oldGlState.depthTest ? glEnable : glDisable)(GL_DEPTH_TEST);
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//}
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//if(oldGlState.depthFunc != curGlState.depthFunc){
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}
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if(oldGlState.depthFunc != curGlState.depthFunc){
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oldGlState.depthFunc = curGlState.depthFunc;
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glDepthFunc(oldGlState.depthFunc);
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//}
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//if(oldGlState.depthMask != curGlState.depthMask){
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}
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if(oldGlState.depthMask != curGlState.depthMask){
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oldGlState.depthMask = curGlState.depthMask;
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glDepthMask(oldGlState.depthMask);
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//}
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}
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//if(oldGlState.cullEnable != curGlState.cullEnable){
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if(oldGlState.stencilEnable != curGlState.stencilEnable){
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oldGlState.stencilEnable = curGlState.stencilEnable;
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(oldGlState.stencilEnable ? glEnable : glDisable)(GL_STENCIL_TEST);
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}
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if(oldGlState.stencilFunc != curGlState.stencilFunc ||
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oldGlState.stencilRef != curGlState.stencilRef ||
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oldGlState.stencilMask != curGlState.stencilMask){
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oldGlState.stencilFunc = curGlState.stencilFunc;
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oldGlState.stencilRef = curGlState.stencilRef;
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oldGlState.stencilMask = curGlState.stencilMask;
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glStencilFunc(oldGlState.stencilFunc, oldGlState.stencilRef, oldGlState.stencilMask);
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}
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if(oldGlState.stencilPass != curGlState.stencilPass ||
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oldGlState.stencilFail != curGlState.stencilFail ||
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oldGlState.stencilZFail != curGlState.stencilZFail){
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oldGlState.stencilPass = curGlState.stencilPass;
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oldGlState.stencilFail = curGlState.stencilFail;
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oldGlState.stencilZFail = curGlState.stencilZFail;
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glStencilOp(oldGlState.stencilFail, oldGlState.stencilZFail, oldGlState.stencilPass);
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}
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if(oldGlState.stencilWriteMask != curGlState.stencilWriteMask){
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oldGlState.stencilWriteMask = curGlState.stencilWriteMask;
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glStencilMask(oldGlState.stencilWriteMask);
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}
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if(oldGlState.cullEnable != curGlState.cullEnable){
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oldGlState.cullEnable = curGlState.cullEnable;
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(oldGlState.cullEnable ? glEnable : glDisable)(GL_CULL_FACE);
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//}
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//if(oldGlState.cullFace != curGlState.cullFace){
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}
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if(oldGlState.cullFace != curGlState.cullFace){
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oldGlState.cullFace = curGlState.cullFace;
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glCullFace(oldGlState.cullFace);
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//}
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}
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}
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@@ -308,10 +393,10 @@ flushGlRenderState(void)
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void
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setAlphaBlend(bool32 enable)
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{
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//if(rwStateCache.blendEnable != enable){
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if(rwStateCache.blendEnable != enable){
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rwStateCache.blendEnable = enable;
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setGlRenderState(RWGL_BLEND, enable);
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//}
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}
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}
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bool32
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@@ -360,8 +445,8 @@ setAlphaTest(bool32 enable)
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shaderfunc = rwStateCache.alphaTestEnable ? rwStateCache.alphaFunc : ALPHAALWAYS;
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if(alphaFunc != shaderfunc){
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alphaFunc = shaderfunc;
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// uniformStateDirty[RWGL_ALPHAFUNC] = true;
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// stateDirty = 1;
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uniformStateDirty[RWGL_ALPHAFUNC] = true;
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//stateDirty = 1;
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}
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}
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}
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@@ -375,8 +460,8 @@ setAlphaTestFunction(uint32 function)
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shaderfunc = rwStateCache.alphaTestEnable ? rwStateCache.alphaFunc : ALPHAALWAYS;
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if(alphaFunc != shaderfunc){
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alphaFunc = shaderfunc;
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// uniformStateDirty[RWGL_ALPHAFUNC] = true;
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// stateDirty = 1;
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uniformStateDirty[RWGL_ALPHAFUNC] = true;
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//stateDirty = 1;
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}
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}
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}
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@@ -537,7 +622,8 @@ setRasterStage(uint32 stage, Raster *raster)
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if(raster){
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assert(raster->platform == PLATFORM_GL3);
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Gl3Raster *natras = PLUGINOFFSET(Gl3Raster, raster, nativeRasterOffset);
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bindTexture(natras->texid);
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if (natras->texid < 0 || natras->texid > 0xFFFF) bindTexture(whitetex);
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else bindTexture(natras->texid);
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uint32 filter = rwStateCache.texstage[stage].filter;
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uint32 addrU = rwStateCache.texstage[stage].addressingU;
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uint32 addrV = rwStateCache.texstage[stage].addressingV;
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@@ -630,8 +716,8 @@ setRenderState(int32 state, void *pvalue)
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case FOGENABLE:
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if(rwStateCache.fogEnable != value){
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rwStateCache.fogEnable = value;
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// uniformStateDirty[RWGL_FOG] = true;
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// stateDirty = 1;
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uniformStateDirty[RWGL_FOG] = true;
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//stateDirty = 1;
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}
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break;
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case FOGCOLOR:
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@@ -642,8 +728,8 @@ setRenderState(int32 state, void *pvalue)
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c.blue = value>>16;
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c.alpha = value>>24;
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convColor(&uniformState.fogColor, &c);
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// uniformStateDirty[RWGL_FOGCOLOR] = true;
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// stateDirty = 1;
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uniformStateDirty[RWGL_FOGCOLOR] = true;
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//stateDirty = 1;
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break;
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case CULLMODE:
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if(rwStateCache.cullmode != value){
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@@ -657,13 +743,63 @@ setRenderState(int32 state, void *pvalue)
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}
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break;
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case STENCILENABLE:
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if(rwStateCache.stencilenable != value){
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rwStateCache.stencilenable = value;
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setGlRenderState(RWGL_STENCIL, value);
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}
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break;
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case STENCILFAIL:
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if(rwStateCache.stencilfail != value){
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rwStateCache.stencilfail = value;
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setGlRenderState(RWGL_STENCILFAIL, stencilOpMap[value]);
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}
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break;
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case STENCILZFAIL:
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if(rwStateCache.stencilzfail != value){
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rwStateCache.stencilzfail = value;
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setGlRenderState(RWGL_STENCILZFAIL, stencilOpMap[value]);
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}
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break;
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case STENCILPASS:
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if(rwStateCache.stencilpass != value){
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rwStateCache.stencilpass = value;
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setGlRenderState(RWGL_STENCILPASS, stencilOpMap[value]);
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}
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break;
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case STENCILFUNCTION:
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if(rwStateCache.stencilfunc != value){
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rwStateCache.stencilfunc = value;
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setGlRenderState(RWGL_STENCILFUNC, stencilFuncMap[value]);
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}
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break;
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case STENCILFUNCTIONREF:
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if(rwStateCache.stencilref != value){
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rwStateCache.stencilref = value;
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setGlRenderState(RWGL_STENCILREF, value);
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}
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break;
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case STENCILFUNCTIONMASK:
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if(rwStateCache.stencilmask != value){
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rwStateCache.stencilmask = value;
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setGlRenderState(RWGL_STENCILMASK, value);
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}
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break;
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case STENCILFUNCTIONWRITEMASK:
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if(rwStateCache.stencilwritemask != value){
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rwStateCache.stencilwritemask = value;
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setGlRenderState(RWGL_STENCILWRITEMASK, value);
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}
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break;
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case ALPHATESTFUNC:
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setAlphaTestFunction(value);
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break;
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case ALPHATESTREF:
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if(alphaRef != value/255.0f){
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alphaRef = value/255.0f;
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// uniformStateDirty[RWGL_ALPHAREF] = true;
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uniformStateDirty[RWGL_ALPHAREF] = true;
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// stateDirty = 1;
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}
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break;
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@@ -725,6 +861,31 @@ getRenderState(int32 state)
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val = rwStateCache.cullmode;
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break;
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case STENCILENABLE:
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val = rwStateCache.stencilenable;
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break;
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case STENCILFAIL:
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val = rwStateCache.stencilfail;
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break;
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case STENCILZFAIL:
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val = rwStateCache.stencilzfail;
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break;
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case STENCILPASS:
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val = rwStateCache.stencilpass;
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break;
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case STENCILFUNCTION:
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val = rwStateCache.stencilfunc;
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break;
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case STENCILFUNCTIONREF:
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val = rwStateCache.stencilref;
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break;
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case STENCILFUNCTIONMASK:
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val = rwStateCache.stencilmask;
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break;
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case STENCILFUNCTIONWRITEMASK:
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val = rwStateCache.stencilwritemask;
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break;
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case ALPHATESTFUNC:
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val = rwStateCache.alphaFunc;
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break;
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@@ -782,6 +943,23 @@ resetRenderState(void)
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setGlRenderState(RWGL_CULL, false);
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setGlRenderState(RWGL_CULLFACE, GL_BACK);
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rwStateCache.stencilenable = 0;
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setGlRenderState(RWGL_STENCIL, GL_FALSE);
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rwStateCache.stencilfail = STENCILKEEP;
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setGlRenderState(RWGL_STENCILFAIL, GL_KEEP);
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rwStateCache.stencilzfail = STENCILKEEP;
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setGlRenderState(RWGL_STENCILZFAIL, GL_KEEP);
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rwStateCache.stencilpass = STENCILKEEP;
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setGlRenderState(RWGL_STENCILPASS, GL_KEEP);
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rwStateCache.stencilfunc = STENCILALWAYS;
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setGlRenderState(RWGL_STENCILFUNC, GL_ALWAYS);
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rwStateCache.stencilref = 0;
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setGlRenderState(RWGL_STENCILREF, 0);
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rwStateCache.stencilmask = 0xFFFFFFFF;
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setGlRenderState(RWGL_STENCILMASK, 0xFFFFFFFF);
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rwStateCache.stencilwritemask = 0xFFFFFFFF;
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setGlRenderState(RWGL_STENCILWRITEMASK, 0xFFFFFFFF);
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activeTexture = -1;
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for(int i = 0; i < MAXNUMSTAGES; i++){
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setActiveTexture(i);
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@@ -794,7 +972,7 @@ void
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setWorldMatrix(Matrix *mat)
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{
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convMatrix(&uniformObject.world, mat);
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// objectDirty = 1;
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objectDirty = 1;
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}
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int32
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@@ -860,7 +1038,7 @@ setLights(WorldLights *lightData)
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uniformObject.lightParams[n].type = 0.0f;
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out:
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// objectDirty = 1;
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objectDirty = 1;
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return bits;
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}
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@@ -868,14 +1046,14 @@ void
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setProjectionMatrix(float32 *mat)
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{
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memcpy_neon(&uniformScene.proj, mat, 64);
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// sceneDirty = 1;
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sceneDirty = 1;
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}
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void
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setViewMatrix(float32 *mat)
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{
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memcpy_neon(&uniformScene.view, mat, 64);
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// sceneDirty = 1;
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sceneDirty = 1;
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}
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Shader *lastShaderUploaded;
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@@ -915,32 +1093,34 @@ flushCache(void)
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glUniform4fv(U(u_surfProps), 1, surfPropsCache);
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// TODO: this is probably a stupid way to do it without UBOs
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/*if(lastShaderUploaded != currentShader){
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if(lastShaderUploaded != currentShader){
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lastShaderUploaded = currentShader;
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objectDirty = 1;
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sceneDirty = 1;
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stateDirty = 1;
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//stateDirty = 1;
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int i;
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for(i = 0; i < RWGL_NUM_STATES; i++)
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uniformStateDirty[i] = true;
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}*/
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//if(objectDirty){
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glUniformMatrix4fv(U(u_world), 1, 0, (float*)&uniformObject.world);
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}
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if(sceneDirty){
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float wv[16], wvp[16];
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matmul4_neon((float *)uniformScene.view, (float *)&uniformObject.world, (float *)wv);
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matmul4_neon((float *)uniformScene.proj, (float *)wv, (float *)wvp);
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glUniformMatrix4fv(U(u_wvp), 1, 0, (float*)wvp);
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}
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if(objectDirty){
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glUniformMatrix4fv(U(u_world), 1, 0, (float*)&uniformObject.world);
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glUniform4fv(U(u_ambLight), 1, (float*)&uniformObject.ambLight);
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glUniform4fv(U(u_lightParams), MAX_LIGHTS, (float*)uniformObject.lightParams);
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//glUniform4fv(U(u_lightPosition), MAX_LIGHTS, (float*)uniformObject.lightPosition);
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glUniform4fv(U(u_lightDirection), MAX_LIGHTS, (float*)uniformObject.lightDirection);
|
||||
glUniform4fv(U(u_lightColor), MAX_LIGHTS, (float*)uniformObject.lightColor);
|
||||
// objectDirty = 0;
|
||||
//}
|
||||
objectDirty = 0;
|
||||
}
|
||||
|
||||
// if(stateDirty){
|
||||
|
||||
@@ -949,7 +1129,7 @@ flushCache(void)
|
||||
uniformState.fogEnd = rwStateCache.fogEnd;
|
||||
uniformState.fogRange = 1.0f / (rwStateCache.fogStart - rwStateCache.fogEnd);
|
||||
|
||||
//if(uniformStateDirty[RWGL_ALPHAFUNC] || uniformStateDirty[RWGL_ALPHAREF]){
|
||||
if(uniformStateDirty[RWGL_ALPHAFUNC] || uniformStateDirty[RWGL_ALPHAREF]){
|
||||
switch(alphaFunc){
|
||||
case ALPHAALWAYS:
|
||||
default:
|
||||
@@ -962,13 +1142,13 @@ flushCache(void)
|
||||
glUniform2f(U(u_alphaRef), -1000.0f, alphaRef);
|
||||
break;
|
||||
}
|
||||
//uniformStateDirty[RWGL_ALPHAFUNC] = false;
|
||||
//uniformStateDirty[RWGL_ALPHAREF] = false;
|
||||
//}
|
||||
uniformStateDirty[RWGL_ALPHAFUNC] = false;
|
||||
uniformStateDirty[RWGL_ALPHAREF] = false;
|
||||
}
|
||||
|
||||
/*if(uniformStateDirty[RWGL_FOG] ||
|
||||
if(uniformStateDirty[RWGL_FOG] ||
|
||||
uniformStateDirty[RWGL_FOGSTART] ||
|
||||
uniformStateDirty[RWGL_FOGEND]){*/
|
||||
uniformStateDirty[RWGL_FOGEND]){
|
||||
float fogData[4] = {
|
||||
uniformState.fogStart,
|
||||
uniformState.fogEnd,
|
||||
@@ -976,15 +1156,15 @@ flushCache(void)
|
||||
uniformState.fogDisable
|
||||
};
|
||||
glUniform4fv(U(u_fogData), 1, fogData);
|
||||
// uniformStateDirty[RWGL_FOG] = false;
|
||||
// uniformStateDirty[RWGL_FOGSTART] = false;
|
||||
// uniformStateDirty[RWGL_FOGEND] = false;
|
||||
//}
|
||||
uniformStateDirty[RWGL_FOG] = false;
|
||||
uniformStateDirty[RWGL_FOGSTART] = false;
|
||||
uniformStateDirty[RWGL_FOGEND] = false;
|
||||
}
|
||||
|
||||
//if(uniformStateDirty[RWGL_FOGCOLOR]){
|
||||
if(uniformStateDirty[RWGL_FOGCOLOR]){
|
||||
glUniform4fv(U(u_fogColor), 1, (float*)&uniformState.fogColor);
|
||||
// uniformStateDirty[RWGL_FOGCOLOR] = false;
|
||||
//}
|
||||
uniformStateDirty[RWGL_FOGCOLOR] = false;
|
||||
}
|
||||
}
|
||||
|
||||
static void
|
||||
@@ -1093,13 +1273,13 @@ beginUpdate(Camera *cam)
|
||||
|
||||
if(rwStateCache.fogStart != cam->fogPlane){
|
||||
rwStateCache.fogStart = cam->fogPlane;
|
||||
// uniformStateDirty[RWGL_FOGSTART] = true;
|
||||
// stateDirty = 1;
|
||||
uniformStateDirty[RWGL_FOGSTART] = true;
|
||||
//stateDirty = 1;
|
||||
}
|
||||
if(rwStateCache.fogEnd != cam->farPlane){
|
||||
rwStateCache.fogEnd = cam->farPlane;
|
||||
// uniformStateDirty[RWGL_FOGEND] = true;
|
||||
// stateDirty = 1;
|
||||
uniformStateDirty[RWGL_FOGEND] = true;
|
||||
//stateDirty = 1;
|
||||
}
|
||||
|
||||
setFrameBuffer(cam);
|
||||
|
||||
+32
-1
@@ -20,7 +20,14 @@ enum RenderState
|
||||
// TODO:
|
||||
// fog type, density ?
|
||||
// ? shademode
|
||||
// ???? stencil
|
||||
STENCILENABLE,
|
||||
STENCILFAIL,
|
||||
STENCILZFAIL,
|
||||
STENCILPASS,
|
||||
STENCILFUNCTION,
|
||||
STENCILFUNCTIONREF,
|
||||
STENCILFUNCTIONMASK,
|
||||
STENCILFUNCTIONWRITEMASK,
|
||||
|
||||
// platform specific or opaque?
|
||||
ALPHATESTFUNC,
|
||||
@@ -39,6 +46,30 @@ enum AlphaTestFunc
|
||||
ALPHALESS
|
||||
};
|
||||
|
||||
enum StencilOp
|
||||
{
|
||||
STENCILKEEP = 1,
|
||||
STENCILZERO,
|
||||
STENCILREPLACE,
|
||||
STENCILINCSAT,
|
||||
STENCILDECSAT,
|
||||
STENCILINVERT,
|
||||
STENCILINC,
|
||||
STENCILDEC
|
||||
};
|
||||
|
||||
enum StencilFunc
|
||||
{
|
||||
STENCILNEVER = 1,
|
||||
STENCILLESS,
|
||||
STENCILEQUAL,
|
||||
STENCILLESSEQUAL,
|
||||
STENCILGREATER,
|
||||
STENCILNOTEQUAL,
|
||||
STENCILGREATEREQUAL,
|
||||
STENCILALWAYS
|
||||
};
|
||||
|
||||
enum CullMode
|
||||
{
|
||||
CULLNONE = 1,
|
||||
|
||||
Reference in New Issue
Block a user