NetAsync::NetAsync()
{
   VECTOR_SET_ASSOCIATION( mLookupRequests );
}
Ejemplo n.º 2
0
MaterialList::MaterialList(U32 materialCount, const char **materialNames)
{
   VECTOR_SET_ASSOCIATION(mMaterialNames);

   set(materialCount, materialNames);
}
Ejemplo n.º 3
0
MaterialList::MaterialList()
{
   VECTOR_SET_ASSOCIATION(mMatInstList);
   VECTOR_SET_ASSOCIATION(mMaterialNames);
}
Ejemplo n.º 4
0
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
}
Ejemplo n.º 5
0
SimPersistSet::SimPersistSet()
   :  mIsResolvingPIDs( false )
{
   VECTOR_SET_ASSOCIATION( mUnresolvedPIDs );
}
Ejemplo n.º 6
0
FeatureMgr::FeatureMgr()
   : mNeedsSort( false )
{
   VECTOR_SET_ASSOCIATION( mFeatures );
}