Renderer/RenderStates: Update RenderStates structure (preparing for renderer update)

Former-commit-id: 8839ceda70dfa0384e8da43205a208c89f1eb7bf [formerly f5434c9c44a52e02fdc6970e443cd7d3e9e99e6b]
Former-commit-id: 6a4846a2e2c8b60160598812ebd02da17a2f6947
This commit is contained in:
Lynix
2016-07-21 23:00:09 +02:00
parent ff47eda7d2
commit ceaac9be13
17 changed files with 339 additions and 218 deletions

View File

@@ -31,12 +31,12 @@ namespace Nz
DeferredGeometryPass::DeferredGeometryPass()
{
m_clearShader = ShaderLibrary::Get("DeferredGBufferClear");
m_clearStates.parameters[RendererParameter_DepthBuffer] = true;
m_clearStates.parameters[RendererParameter_FaceCulling] = true;
m_clearStates.parameters[RendererParameter_StencilTest] = true;
m_clearStates.depthBuffer = true;
m_clearStates.faceCulling = true;
m_clearStates.stencilTest = true;
m_clearStates.depthFunc = RendererComparison_Always;
m_clearStates.frontFace.stencilCompare = RendererComparison_Always;
m_clearStates.frontFace.stencilPass = StencilOperation_Zero;
m_clearStates.stencilCompare.front = RendererComparison_Always;
m_clearStates.stencilPass.front = StencilOperation_Zero;
}
DeferredGeometryPass::~DeferredGeometryPass() = default;