/dports/games/doomsday/doomsday-2.3.1/doomsday/sdk/libgui/include/de/graphics/ |
H A D | glstate.h | 102 class LIBGUI_PUBLIC GLState 108 GLState(); 110 GLState(GLState const &other); 111 GLState &operator=(GLState const &other); 120 GLState &setBlend(bool enable); 126 GLState &setDefaultTarget(); 150 GLState &clearScissor(); 194 static GLState ¤t(); 202 static GLState &push(); 208 static GLState &pop(); [all …]
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H A D | drawable.h | 143 GLState &state(Id id) const; 145 GLState &state(Name const &stateName) const; 149 GLState const *stateForBuffer(Id bufferId) const; 151 GLState const *stateForBuffer(Name const &bufferName) const; 206 GLState &addState(Id id, GLState const &state = GLState()); 208 Id addState(Name const &stateName, GLState const &state = GLState()); 249 void setState(Id bufferId, GLState &state); 251 void setState(Name const &bufferName, GLState &state); 261 void setState(GLState &state);
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/dports/games/doomsday/doomsday-2.3.1/doomsday/sdk/libgui/src/graphics/ |
H A D | glstate.cpp | 385 GLState::GLState() : d(new Impl(this)) in GLState() function in de::GLState 401 GLState::GLState(GLState const &other) : d(new Impl(this, *other.d)) in GLState() function in de::GLState 404 GLState &GLState::operator=(GLState const &other) in operator =() 451 GLState &GLState::setBlend(bool enable) in setBlend() 489 GLState &GLState::setDefaultTarget() in setDefaultTarget() 554 GLState &GLState::clearScissor() in clearScissor() 775 GLState &GLState::current() in current() 781 GLState &GLState::push() in push() 788 GLState &GLState::pop() in pop() 794 void GLState::push(GLState *state) in push() [all …]
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H A D | drawable.cpp | 29 typedef QMap<Id, GLState *> States; in DENG2_PIMPL() 34 GLState const *state; in DENG2_PIMPL() 113 void replaceState(GLState const *src, GLState const *dest) in DENG2_PIMPL() 227 GLState &Drawable::state(Id id) const in state() 319 GLState &Drawable::addState(Id id, GLState const &state) in addState() 322 GLState *s = new GLState(state); in addState() 360 GLState *st = d->states[id]; in removeState() 445 void Drawable::setState(GLState &state) in setState() 485 GLState::current().apply(); in draw() 512 GLState::current().apply(); in draw() [all …]
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/dports/games/scorched3d/scorched/src/client/GLEXT/ |
H A D | GLState.cpp | 27 unsigned GLState::currentState_ = 28 GLState::TEXTURE_OFF | GLState::BLEND_OFF | 29 GLState::DEPTH_OFF | GLState::CUBEMAP_OFF | 30 GLState::LIGHTING_OFF | GLState::NORMALIZE_OFF | 31 GLState::LIGHT1_OFF | GLState::ALPHATEST_OFF; 32 unsigned int GLState::stateSwitches_ = 0; 34 GLState::GLState(unsigned wantedState) in GLState() function in GLState 42 GLState::~GLState() in ~GLState() 47 void GLState::setState(unsigned wanted) in setState() 181 const char *GLState::getStateString() in getStateString() [all …]
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/dports/games/stonesoup/crawl-0.27.1/crawl-ref/source/ |
H A D | glwrapper.cc | 28 GLState::GLState() : in GLState() function in GLState 41 GLState::GLState(const GLState &state) : in GLState() function in GLState 54 const GLState &GLState::operator=(const GLState &state) in operator =() 69 bool GLState::operator==(const GLState &state) const in operator ==()
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H A D | glwrapper.h | 110 struct GLState struct 112 GLState(); 113 GLState(const GLState &state); 115 const GLState &operator=(const GLState &state); argument 116 bool operator==(const GLState &state) const; 144 virtual void set(const GLState& state) = 0; argument 195 virtual void draw(const GLState &state) = 0;
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/dports/games/scorched3d/scorched/src/client/sky/ |
H A D | SkyDome.cpp | 132 GLState mainState2(GLState::TEXTURE_OFF | GLState::BLEND_OFF); in drawBackdrop() 141 GLState currentState(GLState::TEXTURE_ON | GLState::BLEND_ON); in drawBackdrop() 163 GLState currentState(GLState::TEXTURE_OFF | GLState::BLEND_ON); in drawBackdrop() 210 GLState currentState(GLState::TEXTURE_ON | GLState::BLEND_ON); in drawLayers()
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H A D | SkyLine.cpp | 56 GLState state(GLState::TEXTURE_ON | GLState::BLEND_ON | GLState::ALPHATEST_ON); in actualDraw()
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/dports/games/scorched3d/scorched/src/client/water/ |
H A D | Water2Renderer.cpp | 113 GLState state(GLState::LIGHTING_OFF | GLState::TEXTURE_ON | GLState::BLEND_ON); in drawWaterShaders() 251 GLState::LIGHTING_ON | in drawWaterNoShaders() 252 GLState::LIGHT1_ON; in drawWaterNoShaders() 270 GLState currentState(GLState::LIGHTING_OFF | GLState::TEXTURE_OFF); in drawWaterNoShaders() 276 GLState currentState(state | GLState::TEXTURE_OFF | GLState::BLEND_ON | GLState::CUBEMAP_ON); in drawWaterNoShaders() 290 GLState currentState(state | GLState::TEXTURE_ON | GLState::BLEND_ON); in drawWaterNoShaders() 305 GLState currentState(state | GLState::TEXTURE_ON | GLState::BLEND_ON); in drawWaterNoShaders()
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/dports/games/scorched3d/scorched/src/client/dialogs/ |
H A D | BackdropDialog.cpp | 88 GLState currentState(GLState::DEPTH_OFF | GLState::TEXTURE_ON); in drawBackground() 117 GLState currentState(GLState::DEPTH_OFF | GLState::BLEND_ON | GLState::TEXTURE_ON); in drawLogo() 148 GLState currentState(GLState::DEPTH_OFF | GLState::BLEND_ON | GLState::TEXTURE_ON); in drawFooter()
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H A D | ProfileDialog.cpp | 151 GLState state1(GLState::TEXTURE_OFF | GLState::BLEND_ON | GLState::DEPTH_OFF); in drawLandscape() 175 GLState state1(GLState::TEXTURE_OFF | GLState::DEPTH_OFF); in drawAIM() 211 …GLState state2(GLState::TEXTURE_ON | GLState::BLEND_ON | GLState::ALPHATEST_ON | GLState::DEPTH_ON… in drawTanks() 340 GLState state3(GLState::TEXTURE_OFF | GLState::BLEND_ON); in drawAiming()
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H A D | CameraDialog.cpp | 95 GLState newState(GLState::DEPTH_ON | GLState::TEXTURE_OFF | GLState::BLEND_ON); in draw() 144 GLState newState(GLState::TEXTURE_OFF); in draw()
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/dports/games/scorched3d/scorched/src/client/tankgraph/ |
H A D | TargetRendererImplTank.cpp | 109 GLState texState(GLState::TEXTURE_OFF); in render() 338 …GLState sightState1(GLState::BLEND_ON | GLState::TEXTURE_ON | GLState::LIGHTING_OFF | GLState::ALP… in drawSight() 478 GLState sightState(GLState::BLEND_OFF | GLState::TEXTURE_OFF | GLState::LIGHTING_OFF); in drawOldSight() 626 GLState currentState(GLState::TEXTURE_OFF | GLState::BLEND_OFF); in drawArrow() 641 GLState currentState(GLState::TEXTURE_ON | GLState::BLEND_ON); in drawArrow() 672 GLState currentState(GLState::TEXTURE_OFF | GLState::BLEND_OFF); in drawLife() 765 GLState firstState(GLState::DEPTH_OFF); in render2D() 784 GLState state2(GLState::TEXTURE_OFF); in render2D() 809 GLState newState(GLState::TEXTURE_OFF | GLState::BLEND_ON); in render2D()
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H A D | RenderTargets.cpp | 152 unsigned int wantedstate = GLState::BLEND_OFF | in shadowDraw() 153 GLState::ALPHATEST_OFF | GLState::TEXTURE_OFF; in shadowDraw() 154 GLState glstate(wantedstate); in shadowDraw() 245 unsigned int wantedstate = GLState::BLEND_ON | in draw() 246 GLState::ALPHATEST_ON | GLState::TEXTURE_ON | in draw() 247 GLState::NORMALIZE_ON | GLState::LIGHTING_ON | in draw() 248 GLState::LIGHT1_ON; in draw() 249 GLState glstate(wantedstate); in draw()
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/dports/graphics/Coin/coin-Coin-4.0.0/include/Inventor/elements/ |
H A D | SoGLLazyElement.h | 100 } GLState; typedef 136 SoGLLazyElement::GLState * prestate, 137 SoGLLazyElement::GLState * poststate); 140 static SbBool preCacheCall(const SoState * state, const SoGLLazyElement::GLState * prestate); 141 static void postCacheCall(const SoState * state, const SoGLLazyElement::GLState * poststate); 144 SoGLLazyElement::GLState * childprestate, 145 SoGLLazyElement::GLState * childpoststate); 180 mutable GLState glstate; 181 GLState * postcachestate; 182 GLState * precachestate;
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/dports/games/doomsday/doomsday-2.3.1/doomsday/sdk/libappfw/src/ |
H A D | vrwindowtransform.cpp | 114 GLState::push() in DENG2_PIMPL() 139 GLState::pop(); in DENG2_PIMPL() 257 GLState::push().setColorMask(gl::WriteGreen | gl::WriteAlpha); // Left eye view green in DENG2_PIMPL() 263 GLState::pop(); in DENG2_PIMPL() 269 GLState::push().setColorMask(gl::WriteRed | gl::WriteAlpha); // Left eye view red in DENG2_PIMPL() 273 …GLState::current().setColorMask(gl::WriteGreen | gl::WriteBlue | gl::WriteAlpha); // Right eye vie… in DENG2_PIMPL() 275 GLState::pop(); in DENG2_PIMPL() 315 GLState::push() in DENG2_PIMPL() 320 GLState::pop(); in DENG2_PIMPL() 327 GLState::push() in DENG2_PIMPL() [all …]
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/dports/games/scorched3d/scorched/src/client/graph/ |
H A D | GLSetup.cpp | 52 GLState::setBaseState(GLState::TEXTURE_ON | GLState::BLEND_OFF | GLState::DEPTH_ON); in setup()
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H A D | ModelRendererMesh.cpp | 169 state = GLState::BLEND_ON | GLState::ALPHATEST_ON | GLState::NORMALIZE_ON; in drawModel() 172 state |= GLState::TEXTURE_ON; in drawModel() 176 state |= GLState::TEXTURE_OFF; in drawModel() 181 state |= GLState::LIGHTING_OFF | GLState::LIGHT1_OFF; in drawModel() 185 state |= GLState::LIGHTING_ON | GLState::LIGHT1_ON; in drawModel() 309 if (GLState::getState() & GLState::TEXTURE_OFF) in drawVerts()
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H A D | SoftwareMouse.cpp | 67 GLState state(GLState::BLEND_ON | GLState::TEXTURE_ON | GLState::DEPTH_OFF); in draw()
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/dports/games/doomsday/doomsday-2.3.1/doomsday/apps/client/src/ui/widgets/ |
H A D | busywidget.cpp | 126 GLState::push() in drawContent() 127 .setViewport(Rectangleui::fromSize(GLState::current().target().size())); in drawContent() 129 GLState::pop(); in drawContent() 144 GLState::push() in drawContent() 156 GLState::pop(); in drawContent() 195 GLState::push() in renderTransitionFrame() 201 GLState::pop(); in renderTransitionFrame()
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/dports/games/doomsday/doomsday-2.3.1/doomsday/apps/client/src/render/fx/ |
H A D | bloom.cpp | 101 GLFramebuffer &target = GLState::current().target(); in DENG2_PIMPL() 122 GLState::push() in DENG2_PIMPL() 141 GLState::pop(); in DENG2_PIMPL() 171 GLState::push() in DENG2_PIMPL() 201 GLState::pop(); in DENG2_PIMPL() 208 GLState::push() in DENG2_PIMPL() 219 GLState::pop(); in DENG2_PIMPL()
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/dports/games/doomsday/doomsday-2.3.1/doomsday/apps/client/src/gl/ |
H A D | dgl_common.cpp | 177 if (GLState::current().depthFunc() != f) in DGL_DepthFunc() 180 GLState::current().setDepthFunc(f); in DGL_DepthFunc() 192 if (GLState::current().cull() != c) in DGL_CullFace() 195 GLState::current().setCull(c); in DGL_CullFace() 787 GLState::push(); in DGL_PushState() 794 GLState::pop(); in DGL_PopState() 805 if (!GLState::current().blend()) in DGL_Enable() 883 if (GLState::current().blend()) in DGL_Disable() 960 if (GLState::current().blendOp() != glop) in DGL_BlendOp() 963 GLState::current().setBlendOp(glop); in DGL_BlendOp() [all …]
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/dports/games/scorched3d/scorched/src/client/GLW/ |
H A D | GLWWindow.cpp | 182 GLState state(GLState::BLEND_ON); in drawMaximizedWindow() 210 GLState currentStateBlend(GLState::BLEND_ON | GLState::TEXTURE_ON); in drawMaximizedWindow() 230 GLState currentStateBlend(GLState::BLEND_ON | GLState::TEXTURE_ON); in drawMaximizedWindow() 247 GLState currentStateBlend(GLState::BLEND_ON); in drawMaximizedWindow() 266 GLState currentStateBlend(GLState::BLEND_ON); in drawMaximizedWindow() 285 unsigned int state = GLState::DEPTH_OFF | GLState::TEXTURE_OFF; in draw() 288 state |= GLState::BLEND_ON; in draw() 291 GLState currentState(state); in draw()
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/dports/games/doomsday/doomsday-2.3.1/doomsday/sdk/libappfw/src/widgets/ |
H A D | compositorwidget.cpp | 64 Vector2ui const size = GLState::current().target().rectInUse().size(); in DENG_GUI_PIMPL() 108 GLState::current().target().rectInUse().size() != Vector2ui(); in DENG_GUI_PIMPL() 149 GLState::push() in preDrawChildren() 165 GLState::pop(); in postDrawChildren() 191 GLState::push() in drawComposite() 201 GLState::pop(); in drawComposite()
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