mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
58 lines
2.3 KiB
C++
58 lines
2.3 KiB
C++
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "platform/platform.h"
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#include "ts/tsRenderState.h"
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TSRenderState::TSRenderState()
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: mState( NULL ),
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mCubemap( NULL ),
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mFadeOverride( 1.0f ),
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mNoRenderTranslucent( false ),
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mNoRenderNonTranslucent( false ),
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mMaterialHint( NULL ),
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mCuller( NULL ),
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mLightQuery( NULL ),
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mUseOriginSort( false ),
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mAccuTex( NULL ),
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mNodeTransforms( NULL ),
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mNodeTransformCount( 0 )
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{
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}
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TSRenderState::TSRenderState( const TSRenderState &state )
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: mState( state.mState ),
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mCubemap( state.mCubemap ),
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mFadeOverride( state.mFadeOverride ),
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mNoRenderTranslucent( state.mNoRenderTranslucent ),
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mNoRenderNonTranslucent( state.mNoRenderNonTranslucent ),
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mMaterialHint( state.mMaterialHint ),
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mCuller( state.mCuller ),
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mUseOriginSort( state.mUseOriginSort ),
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mLightQuery( state.mLightQuery ),
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mAccuTex( state.mAccuTex ),
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mNodeTransforms( state.mNodeTransforms ),
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mNodeTransformCount( state.mNodeTransformCount )
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{
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}
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