Some state stuff, some draw stuff, some QA map stuff
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@@ -31,7 +31,9 @@ private:
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void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const;
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void GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm::vec2 dimensions, GLint format, GLenum type, GLint numMipMaps) const;
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void DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>& job, RenderScene& scene);
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void DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
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void DrawShieldToStencilBuffer(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
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void DrawShieldedModelRenderQueue(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
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void BindExplosionUniforms(GLuint shaderHandle, std::shared_ptr<ExplosionEffectJob>& job, RenderScene& scene);
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void BindModelUniforms(GLuint shaderHandle, std::shared_ptr<ModelJob>& job, RenderScene& scene);
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@@ -54,6 +56,7 @@ private:
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ShaderProgram* m_ForwardPlusProgram;
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ShaderProgram* m_ExplosionEffectProgram;
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ShaderProgram* m_ShieldToStencilProgram;
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};
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#endif
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@@ -12,4 +12,11 @@ private:
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};
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class DrawStencilState : public RenderState
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{
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public:
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DrawStencilState(GLuint frameBuffer);
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~DrawStencilState();
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};
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#endif
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@@ -19,6 +19,7 @@ public:
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bool BindFramebuffer(GLint framebuffer);
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bool BlendEquation(GLenum mode);
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bool BlendFunc(GLenum sfactor, GLenum dfactor);
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bool StencilFunc(GLenum sfail, GLenum dpfail, GLenum dppass);
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bool DepthMask(GLboolean flag);
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private:
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