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Searched refs:GLState (Results 1 – 25 of 151) sorted by relevance

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/dports/games/doomsday/doomsday-2.3.1/doomsday/sdk/libgui/include/de/graphics/
H A Dglstate.h102 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 &current();
202 static GLState &push();
208 static GLState &pop();
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H A Ddrawable.h143 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);
/dports/games/doomsday/doomsday-2.3.1/doomsday/sdk/libgui/src/graphics/
H A Dglstate.cpp385 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()
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H A Ddrawable.cpp29 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()
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/dports/games/scorched3d/scorched/src/client/GLEXT/
H A DGLState.cpp27 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()
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/dports/games/stonesoup/crawl-0.27.1/crawl-ref/source/
H A Dglwrapper.cc28 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 ==()
H A Dglwrapper.h110 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;
/dports/games/scorched3d/scorched/src/client/sky/
H A DSkyDome.cpp132 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()
H A DSkyLine.cpp56 GLState state(GLState::TEXTURE_ON | GLState::BLEND_ON | GLState::ALPHATEST_ON); in actualDraw()
/dports/games/scorched3d/scorched/src/client/water/
H A DWater2Renderer.cpp113 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()
/dports/games/scorched3d/scorched/src/client/dialogs/
H A DBackdropDialog.cpp88 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()
H A DProfileDialog.cpp151 GLState state1(GLState::TEXTURE_OFF | GLState::BLEND_ON | GLState::DEPTH_OFF); in drawLandscape()
175 GLState state1(GLState::TEXTURE_OFF | GLState::DEPTH_OFF); in drawAIM()
211GLState 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()
H A DCameraDialog.cpp95 GLState newState(GLState::DEPTH_ON | GLState::TEXTURE_OFF | GLState::BLEND_ON); in draw()
144 GLState newState(GLState::TEXTURE_OFF); in draw()
/dports/games/scorched3d/scorched/src/client/tankgraph/
H A DTargetRendererImplTank.cpp109 GLState texState(GLState::TEXTURE_OFF); in render()
338GLState 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()
H A DRenderTargets.cpp152 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()
/dports/graphics/Coin/coin-Coin-4.0.0/include/Inventor/elements/
H A DSoGLLazyElement.h100 } 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;
/dports/games/doomsday/doomsday-2.3.1/doomsday/sdk/libappfw/src/
H A Dvrwindowtransform.cpp114 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()
273GLState::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()
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/dports/games/scorched3d/scorched/src/client/graph/
H A DGLSetup.cpp52 GLState::setBaseState(GLState::TEXTURE_ON | GLState::BLEND_OFF | GLState::DEPTH_ON); in setup()
H A DModelRendererMesh.cpp169 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()
H A DSoftwareMouse.cpp67 GLState state(GLState::BLEND_ON | GLState::TEXTURE_ON | GLState::DEPTH_OFF); in draw()
/dports/games/doomsday/doomsday-2.3.1/doomsday/apps/client/src/ui/widgets/
H A Dbusywidget.cpp126 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()
/dports/games/doomsday/doomsday-2.3.1/doomsday/apps/client/src/render/fx/
H A Dbloom.cpp101 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()
/dports/games/doomsday/doomsday-2.3.1/doomsday/apps/client/src/gl/
H A Ddgl_common.cpp177 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()
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/dports/games/scorched3d/scorched/src/client/GLW/
H A DGLWWindow.cpp182 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()
/dports/games/doomsday/doomsday-2.3.1/doomsday/sdk/libappfw/src/widgets/
H A Dcompositorwidget.cpp64 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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