Some state stuff, some draw stuff, some QA map stuff

This commit is contained in:
Tleety
2016-02-03 18:09:44 +01:00
parent 5665c0f298
commit bc01e147c2
10 changed files with 369 additions and 39 deletions
+4 -1
View File
@@ -31,7 +31,9 @@ private:
void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const;
void GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm::vec2 dimensions, GLint format, GLenum type, GLint numMipMaps) const;
void DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>& job, RenderScene& scene);
void DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
void DrawShieldToStencilBuffer(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
void DrawShieldedModelRenderQueue(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
void BindExplosionUniforms(GLuint shaderHandle, std::shared_ptr<ExplosionEffectJob>& job, RenderScene& scene);
void BindModelUniforms(GLuint shaderHandle, std::shared_ptr<ModelJob>& job, RenderScene& scene);
@@ -54,6 +56,7 @@ private:
ShaderProgram* m_ForwardPlusProgram;
ShaderProgram* m_ExplosionEffectProgram;
ShaderProgram* m_ShieldToStencilProgram;
};
#endif
@@ -12,4 +12,11 @@ private:
};
class DrawStencilState : public RenderState
{
public:
DrawStencilState(GLuint frameBuffer);
~DrawStencilState();
};
#endif
+1
View File
@@ -19,6 +19,7 @@ public:
bool BindFramebuffer(GLint framebuffer);
bool BlendEquation(GLenum mode);
bool BlendFunc(GLenum sfactor, GLenum dfactor);
bool StencilFunc(GLenum sfail, GLenum dpfail, GLenum dppass);
bool DepthMask(GLboolean flag);
private: