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https://github.com/aap/librw.git
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stencil render states
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@@ -210,6 +210,14 @@ struct RwStateCache {
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uint32 zwrite;
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uint32 ztest;
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uint32 cullmode;
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uint32 stencilenable;
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uint32 stencilpass;
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uint32 stencilfail;
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uint32 stencilzfail;
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uint32 stencilfunc;
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uint32 stencilref;
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uint32 stencilmask;
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uint32 stencilwritemask;
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uint32 fogEnable;
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float32 fogStart;
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float32 fogEnd;
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@@ -233,6 +241,14 @@ enum
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RWGL_DEPTHMASK,
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RWGL_CULL,
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RWGL_CULLFACE,
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RWGL_STENCIL,
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RWGL_STENCILFUNC,
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RWGL_STENCILFAIL,
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RWGL_STENCILZFAIL,
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RWGL_STENCILPASS,
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RWGL_STENCILREF,
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RWGL_STENCILMASK,
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RWGL_STENCILWRITEMASK,
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// uniforms
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RWGL_ALPHAFUNC,
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@@ -257,6 +273,18 @@ struct GlState {
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bool32 cullEnable;
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uint32 cullFace;
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bool32 stencilEnable;
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// glStencilFunc
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uint32 stencilFunc;
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uint32 stencilRef;
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uint32 stencilMask;
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// glStencilOp
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uint32 stencilPass;
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uint32 stencilFail;
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uint32 stencilZFail;
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// glStencilMask
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uint32 stencilWriteMask;
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};
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static GlState curGlState, oldGlState;
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@@ -280,6 +308,30 @@ static uint32 blendMap[] = {
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GL_SRC_ALPHA_SATURATE,
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};
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static uint32 stencilOpMap[] = {
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GL_KEEP, // actually invalid
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GL_KEEP,
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GL_ZERO,
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GL_REPLACE,
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GL_INCR,
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GL_DECR,
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GL_INVERT,
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GL_INCR_WRAP,
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GL_DECR_WRAP
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};
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static uint32 stencilFuncMap[] = {
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GL_NEVER, // actually invalid
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GL_NEVER,
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GL_LESS,
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GL_EQUAL,
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GL_LEQUAL,
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GL_GREATER,
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GL_NOTEQUAL,
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GL_GEQUAL,
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GL_ALWAYS
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};
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static float maxAnisotropy;
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/*
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@@ -298,6 +350,14 @@ setGlRenderState(uint32 state, uint32 value)
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case RWGL_DEPTHMASK: curGlState.depthMask = value; break;
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case RWGL_CULL: curGlState.cullEnable = value; break;
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case RWGL_CULLFACE: curGlState.cullFace = value; break;
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case RWGL_STENCIL: curGlState.stencilEnable = value; break;
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case RWGL_STENCILFUNC: curGlState.stencilFunc = value; break;
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case RWGL_STENCILFAIL: curGlState.stencilFail = value; break;
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case RWGL_STENCILZFAIL: curGlState.stencilZFail = value; break;
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case RWGL_STENCILPASS: curGlState.stencilPass = value; break;
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case RWGL_STENCILREF: curGlState.stencilRef = value; break;
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case RWGL_STENCILMASK: curGlState.stencilMask = value; break;
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case RWGL_STENCILWRITEMASK: curGlState.stencilWriteMask = value; break;
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}
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}
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@@ -329,6 +389,31 @@ flushGlRenderState(void)
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glDepthMask(oldGlState.depthMask);
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}
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if(oldGlState.stencilEnable != curGlState.stencilEnable){
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oldGlState.stencilEnable = curGlState.stencilEnable;
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(oldGlState.stencilEnable ? glEnable : glDisable)(GL_STENCIL_TEST);
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}
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if(oldGlState.stencilFunc != curGlState.stencilFunc ||
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oldGlState.stencilRef != curGlState.stencilRef ||
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oldGlState.stencilMask != curGlState.stencilMask){
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oldGlState.stencilFunc = curGlState.stencilFunc;
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oldGlState.stencilRef = curGlState.stencilRef;
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oldGlState.stencilMask = curGlState.stencilMask;
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glStencilFunc(oldGlState.stencilFunc, oldGlState.stencilRef, oldGlState.stencilMask);
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}
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if(oldGlState.stencilPass != curGlState.stencilPass ||
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oldGlState.stencilFail != curGlState.stencilFail ||
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oldGlState.stencilZFail != curGlState.stencilZFail){
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oldGlState.stencilPass = curGlState.stencilPass;
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oldGlState.stencilFail = curGlState.stencilFail;
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oldGlState.stencilZFail = curGlState.stencilZFail;
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glStencilOp(oldGlState.stencilFail, oldGlState.stencilZFail, oldGlState.stencilPass);
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}
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if(oldGlState.stencilWriteMask != curGlState.stencilWriteMask){
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oldGlState.stencilWriteMask = curGlState.stencilWriteMask;
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glStencilMask(oldGlState.stencilWriteMask);
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}
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if(oldGlState.cullEnable != curGlState.cullEnable){
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oldGlState.cullEnable = curGlState.cullEnable;
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(oldGlState.cullEnable ? glEnable : glDisable)(GL_CULL_FACE);
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@@ -698,6 +783,55 @@ setRenderState(int32 state, void *pvalue)
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}
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break;
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case STENCILENABLE:
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if(rwStateCache.stencilenable != value){
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rwStateCache.stencilenable = value;
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setGlRenderState(RWGL_STENCIL, value);
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}
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break;
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case STENCILFAIL:
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if(rwStateCache.stencilfail != value){
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rwStateCache.stencilfail = value;
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setGlRenderState(RWGL_STENCILFAIL, stencilOpMap[value]);
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}
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break;
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case STENCILZFAIL:
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if(rwStateCache.stencilzfail != value){
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rwStateCache.stencilzfail = value;
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setGlRenderState(RWGL_STENCILZFAIL, stencilOpMap[value]);
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}
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break;
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case STENCILPASS:
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if(rwStateCache.stencilpass != value){
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rwStateCache.stencilpass = value;
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setGlRenderState(RWGL_STENCILPASS, stencilOpMap[value]);
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}
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break;
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case STENCILFUNCTION:
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if(rwStateCache.stencilfunc != value){
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rwStateCache.stencilfunc = value;
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setGlRenderState(RWGL_STENCILFUNC, stencilFuncMap[value]);
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}
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break;
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case STENCILFUNCTIONREF:
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if(rwStateCache.stencilref != value){
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rwStateCache.stencilref = value;
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setGlRenderState(RWGL_STENCILREF, value);
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}
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break;
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case STENCILFUNCTIONMASK:
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if(rwStateCache.stencilmask != value){
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rwStateCache.stencilmask = value;
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setGlRenderState(RWGL_STENCILMASK, value);
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}
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break;
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case STENCILFUNCTIONWRITEMASK:
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if(rwStateCache.stencilwritemask != value){
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rwStateCache.stencilwritemask = value;
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setGlRenderState(RWGL_STENCILWRITEMASK, value);
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}
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break;
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case ALPHATESTFUNC:
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setAlphaTestFunction(value);
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break;
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@@ -766,6 +900,31 @@ getRenderState(int32 state)
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val = rwStateCache.cullmode;
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break;
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case STENCILENABLE:
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val = rwStateCache.stencilenable;
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break;
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case STENCILFAIL:
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val = rwStateCache.stencilfail;
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break;
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case STENCILZFAIL:
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val = rwStateCache.stencilzfail;
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break;
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case STENCILPASS:
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val = rwStateCache.stencilpass;
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break;
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case STENCILFUNCTION:
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val = rwStateCache.stencilfunc;
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break;
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case STENCILFUNCTIONREF:
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val = rwStateCache.stencilref;
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break;
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case STENCILFUNCTIONMASK:
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val = rwStateCache.stencilmask;
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break;
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case STENCILFUNCTIONWRITEMASK:
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val = rwStateCache.stencilwritemask;
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break;
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case ALPHATESTFUNC:
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val = rwStateCache.alphaFunc;
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break;
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@@ -803,7 +962,7 @@ resetRenderState(void)
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rwStateCache.textureAlpha = 0;
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rwStateCache.alphaTestEnable = 0;
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memset(&oldGlState, 0xFF, sizeof(oldGlState));
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memset(&oldGlState, 0xFE, sizeof(oldGlState));
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rwStateCache.blendEnable = 0;
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setGlRenderState(RWGL_BLEND, false);
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@@ -823,6 +982,23 @@ resetRenderState(void)
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setGlRenderState(RWGL_CULL, false);
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setGlRenderState(RWGL_CULLFACE, GL_BACK);
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rwStateCache.stencilenable = 0;
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setGlRenderState(RWGL_STENCIL, GL_FALSE);
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rwStateCache.stencilfail = STENCILKEEP;
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setGlRenderState(RWGL_STENCILFAIL, GL_KEEP);
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rwStateCache.stencilzfail = STENCILKEEP;
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setGlRenderState(RWGL_STENCILZFAIL, GL_KEEP);
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rwStateCache.stencilpass = STENCILKEEP;
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setGlRenderState(RWGL_STENCILPASS, GL_KEEP);
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rwStateCache.stencilfunc = STENCILALWAYS;
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setGlRenderState(RWGL_STENCILFUNC, GL_ALWAYS);
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rwStateCache.stencilref = 0;
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setGlRenderState(RWGL_STENCILREF, 0);
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rwStateCache.stencilmask = 0xFFFFFFFF;
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setGlRenderState(RWGL_STENCILMASK, 0xFFFFFFFF);
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rwStateCache.stencilwritemask = 0xFFFFFFFF;
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setGlRenderState(RWGL_STENCILWRITEMASK, 0xFFFFFFFF);
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activeTexture = -1;
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for(int i = 0; i < MAXNUMSTAGES; i++){
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setActiveTexture(i);
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