void FRenderState::Reset()
{
	mTextureEnabled = true;
	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;
	mTextureMode = -1;
	mLightIndex = -1;
	mDesaturation = 0;
	mSrcBlend = GL_SRC_ALPHA;
	mDstBlend = GL_ONE_MINUS_SRC_ALPHA;
	mAlphaThreshold = 0.5f;
	mBlendEquation = GL_FUNC_ADD;
	mObjectColor = 0xffffffff;
	m2D = true;
	mVertexBuffer = mCurrentVertexBuffer = NULL;
	mColormapState = CM_DEFAULT;
	mLightParms[3] = -1.f;
	mSpecialEffect = EFF_NONE;
	mClipHeightTop = 65536.f;
	mClipHeightBottom = -65536.f;
	ClearClipSplit();

	stSrcBlend = stDstBlend = -1;
	stBlendEquation = -1;
	stAlphaThreshold = -1.f;
	mLastDepthClamp = true;
}
Beispiel #2
0
void FRenderState::Reset()
{
	mTextureEnabled = true;
	mClipLineEnabled = 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;
	mTextureMode = -1;
	mLightIndex = -1;
	mDesaturation = 0;
	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;
	mColormapState = CM_DEFAULT;
	mSoftLight = 0;
	mLightParms[0] = mLightParms[1] = mLightParms[2] = 0.0f;
	mLightParms[3] = -1.f;
	mSpecialEffect = EFF_NONE;
	mClipHeight = 0.f;
	mClipHeightDirection = 0.f;
	mShaderTimer = 0.0f;
	ClearClipSplit();

	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);
	mCameraPos.Set(0.0f, 0.0f, 0.0f, 0.0f);
	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);
	mClipLine.Set(0.0f, 0.0f, 0.0f, 0.0f);
	mDynColor.Set(0.0f, 0.0f, 0.0f, 0.0f);
	mEffectState = 0;
	activeShader = nullptr;
	mProjectionMatrix.loadIdentity();
	mViewMatrix.loadIdentity();
	mModelMatrix.loadIdentity();
	mTextureMatrix.loadIdentity();
	mPassType = NORMAL_PASS;
}