clean up RageDisplay methods, add ability to mask song banner

The masking uses the Z-buffer under the assumption that some cards don't have a stencil.  Should we be using the stencil instead?  It doesn't really matter because we never need both the Z buffer and stencil buffer simultaneously.
This commit is contained in:
Chris Danford
2003-05-15 06:09:19 +00:00
parent 2b1099666c
commit 54bedc3eba
27 changed files with 169 additions and 252 deletions
+12 -10
View File
@@ -22,6 +22,7 @@ struct RageVertex;
const int REFRESH_DEFAULT = 0;
struct oglspecs_t;
class RageDisplay
{
friend class RageTexture;
@@ -58,17 +59,19 @@ public:
void PostMultMatrix( const RageMatrix &f );
void PreMultMatrix( const RageMatrix &f );
void SetBlendMode( BlendMode mode );
void SetTexture( RageTexture* pTexture );
void SetTextureModeModulate();
void SetTextureModeGlow(GlowMode m = GLOW_WHITEN );
void SetBlendModeNormal();
void SetBlendModeAdd();
bool ZBufferEnabled() const;
void EnableZBuffer();
void DisableZBuffer();
void EnableTextureWrapping(bool b=true);
void SetTextureModeGlow( GlowMode m = GLOW_WHITEN );
void SetTextureWrapping( bool b );
bool IsZBufferEnabled() const;
void SetZBuffer( bool b );
void ClearZBuffer();
void SetBackfaceCull( bool b );
void SetMaterial(
float emissive[4],
float ambient[4],
@@ -77,7 +80,7 @@ public:
float shininess
);
void EnableLighting(bool b=true);
void SetLighting( bool b );
void SetLightOff( int index );
void SetLightDirectional(
int index,
@@ -119,7 +122,6 @@ public:
protected:
void AddVerts( const RageVertex v[], int iNumVerts );
void SetBlendMode(int src, int dst);
void SetupOpenGL();
void SetupExtensions();
void SetViewport(int shift_left, int shift_down);