NetAsync::NetAsync() { VECTOR_SET_ASSOCIATION( mLookupRequests ); }
MaterialList::MaterialList(U32 materialCount, const char **materialNames) { VECTOR_SET_ASSOCIATION(mMaterialNames); set(materialCount, materialNames); }
MaterialList::MaterialList() { VECTOR_SET_ASSOCIATION(mMatInstList); VECTOR_SET_ASSOCIATION(mMaterialNames); }
GFXDevice::GFXDevice() { VECTOR_SET_ASSOCIATION( mVideoModes ); VECTOR_SET_ASSOCIATION( mRTStack ); mWorldMatrixDirty = false; mWorldStackSize = 0; mProjectionMatrixDirty = false; mViewMatrixDirty = false; mTextureMatrixCheckDirty = false; mViewMatrix.identity(); mProjectionMatrix.identity(); for( S32 i = 0; i < WORLD_STACK_MAX; i++ ) mWorldMatrix[i].identity(); AssertFatal(smGFXDevice == NULL, "Already a GFXDevice created! Bad!"); smGFXDevice = this; // Vertex buffer cache mCurrVertexDecl = NULL; mVertexDeclDirty = false; for ( U32 i=0; i < VERTEX_STREAM_COUNT; i++ ) { mVertexBufferDirty[i] = false; mVertexBufferFrequency[i] = 0; mVertexBufferFrequencyDirty[i] = false; } // Primitive buffer cache mPrimitiveBufferDirty = false; mTexturesDirty = false; // Use of TEXTURE_STAGE_COUNT in initialization is okay [7/2/2007 Pat] for(U32 i = 0; i < TEXTURE_STAGE_COUNT; i++) { mTextureDirty[i] = false; mCurrentTexture[i] = NULL; mNewTexture[i] = NULL; mCurrentCubemap[i] = NULL; mNewCubemap[i] = NULL; mTexType[i] = GFXTDT_Normal; mTextureMatrix[i].identity(); mTextureMatrixDirty[i] = false; } mLightsDirty = false; for(U32 i = 0; i < LIGHT_STAGE_COUNT; i++) { mLightDirty[i] = false; mCurrentLightEnable[i] = false; } mGlobalAmbientColorDirty = false; mGlobalAmbientColor = ColorF(0.0f, 0.0f, 0.0f, 1.0f); mLightMaterialDirty = false; dMemset(&mCurrentLightMaterial, NULL, sizeof(GFXLightMaterial)); // State block mStateBlockDirty = false; mCurrentStateBlock = NULL; mNewStateBlock = NULL; mCurrentShaderConstBuffer = NULL; // misc mAllowRender = true; mCurrentRenderStyle = RS_Standard; mCurrentProjectionOffset = Point2F::Zero; mStereoEyeOffset = Point3F::Zero; mCanCurrentlyRender = false; mInitialized = false; mRTDirty = false; mViewport = RectI::Zero; mViewportDirty = false; mCurrentFrontBufferIdx = 0; mDeviceSwizzle32 = NULL; mDeviceSwizzle24 = NULL; mResourceListHead = NULL; mCardProfiler = NULL; // Initialize our drawing utility. mDrawer = NULL; // Add a few system wide shader macros. GFXShader::addGlobalMacro( "TORQUE", "1" ); GFXShader::addGlobalMacro( "TORQUE_VERSION", String::ToString(getVersionNumber()) ); #if defined TORQUE_OS_WIN GFXShader::addGlobalMacro( "TORQUE_OS_WIN" ); #elif defined TORQUE_OS_MAC GFXShader::addGlobalMacro( "TORQUE_OS_MAC" ); #elif defined TORQUE_OS_LINUX GFXShader::addGlobalMacro( "TORQUE_OS_LINUX" ); #elif defined TORQUE_OS_XENON GFXShader::addGlobalMacro( "TORQUE_OS_XENON" ); #elif defined TORQUE_OS_XBOX GFXShader::addGlobalMacro( "TORQUE_OS_XBOX" ); #elif defined TORQUE_OS_PS3 GFXShader::addGlobalMacro( "TORQUE_OS_PS3" ); #endif }
SimPersistSet::SimPersistSet() : mIsResolvingPIDs( false ) { VECTOR_SET_ASSOCIATION( mUnresolvedPIDs ); }
FeatureMgr::FeatureMgr() : mNeedsSort( false ) { VECTOR_SET_ASSOCIATION( mFeatures ); }