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.
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+12
-10
@@ -22,6 +22,7 @@ struct RageVertex;
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const int REFRESH_DEFAULT = 0;
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struct oglspecs_t;
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class RageDisplay
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{
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friend class RageTexture;
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@@ -58,17 +59,19 @@ public:
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void PostMultMatrix( const RageMatrix &f );
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void PreMultMatrix( const RageMatrix &f );
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void SetBlendMode( BlendMode mode );
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void SetTexture( RageTexture* pTexture );
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void SetTextureModeModulate();
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void SetTextureModeGlow(GlowMode m = GLOW_WHITEN );
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void SetBlendModeNormal();
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void SetBlendModeAdd();
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bool ZBufferEnabled() const;
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void EnableZBuffer();
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void DisableZBuffer();
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void EnableTextureWrapping(bool b=true);
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void SetTextureModeGlow( GlowMode m = GLOW_WHITEN );
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void SetTextureWrapping( bool b );
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bool IsZBufferEnabled() const;
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void SetZBuffer( bool b );
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void ClearZBuffer();
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void SetBackfaceCull( bool b );
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void SetMaterial(
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float emissive[4],
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float ambient[4],
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@@ -77,7 +80,7 @@ public:
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float shininess
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);
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void EnableLighting(bool b=true);
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void SetLighting( bool b );
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void SetLightOff( int index );
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void SetLightDirectional(
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int index,
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@@ -119,7 +122,6 @@ public:
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protected:
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void AddVerts( const RageVertex v[], int iNumVerts );
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void SetBlendMode(int src, int dst);
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void SetupOpenGL();
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void SetupExtensions();
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void SetViewport(int shift_left, int shift_down);
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