diff --git a/gfx_es2/gl_state.h b/gfx_es2/gl_state.h index 33f20ebac7..a6ae8885a3 100644 --- a/gfx_es2/gl_state.h +++ b/gfx_es2/gl_state.h @@ -197,23 +197,28 @@ public: void Restore(); // When adding a state here, don't forget to add it to OpenGLState::Restore() too + + // Blend BoolState blend; STATE2(glBlendFunc, GLenum, GLenum, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) blendFunc; STATE1(glBlendEquation, GLenum, GL_FUNC_ADD) blendEquation; STATEFLOAT4(glBlendColor, 1.0f) blendColor; + // Logic Ops #if !defined(USING_GLES2) BoolState colorLogicOp; STATE1(glLogicOp, GLenum, GL_COPY) logicOp; #endif - BoolState scissorTest; - - BoolState cullFace; + // Dither BoolState dither; + + // Cull Face + BoolState cullFace; STATE1(glCullFace, GLenum, GL_FRONT) cullFaceMode; STATE1(glFrontFace, GLenum, GL_CCW) frontFace; + // Depth Test BoolState depthTest; #if defined(USING_GLES2) STATE2(glDepthRangef, float, float, 0.f, 1.f) depthRange; @@ -223,12 +228,17 @@ public: STATE1(glDepthFunc, GLenum, GL_LESS) depthFunc; STATE1(glDepthMask, GLboolean, GL_TRUE) depthWrite; + // Color Mask STATE4(glColorMask, bool, bool, bool, bool, true, true, true, true) colorMask; + // Viewport STATE4(glViewport, GLint, GLint, GLsizei, GLsizei, 0, 0, 128, 128) viewport; + // Scissor Test + BoolState scissorTest; STATE4(glScissor, GLint, GLint, GLsizei, GLsizei, 0, 0, 128, 128) scissorRect; + // Stencil Test BoolState stencilTest; STATE3(glStencilOp, GLenum, GLenum, GLenum, GL_KEEP, GL_KEEP, GL_KEEP) stencilOp; STATE3(glStencilFunc, GLenum, GLint, GLuint, GL_ALWAYS, 0, 0xFF) stencilFunc;