// //--------------------------------------------------------------------------- // // Copyright(C) 2016 Magnus Norddahl // All rights reserved. // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU Lesser General Public License as published by // the Free Software Foundation, either version 3 of the License, or // (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU Lesser General Public License for more details. // // You should have received a copy of the GNU Lesser General Public License // along with this program. If not, see http://www.gnu.org/licenses/ // //-------------------------------------------------------------------------- // /* ** gl_postprocessstate.cpp ** Render state maintenance ** **/ #include "templates.h" #include "gl/system/gl_system.h" #include "gl/system/gl_interface.h" #include "gl/data/gl_data.h" #include "gl/data/gl_vertexbuffer.h" #include "gl/system/gl_cvars.h" #include "gl/shaders/gl_shader.h" #include "gl/renderer/gl_renderer.h" #include "gl/renderer/gl_postprocessstate.h" //----------------------------------------------------------------------------- // // Saves state modified by post processing shaders // //----------------------------------------------------------------------------- FGLPostProcessState::FGLPostProcessState() { glGetIntegerv(GL_ACTIVE_TEXTURE, &activeTex); glActiveTexture(GL_TEXTURE0); glGetIntegerv(GL_TEXTURE_BINDING_2D, &textureBinding[0]); glBindTexture(GL_TEXTURE_2D, 0); if (gl.flags & RFL_SAMPLER_OBJECTS) { glGetIntegerv(GL_SAMPLER_BINDING, &samplerBinding[0]); glBindSampler(0, 0); glActiveTexture(GL_TEXTURE0 + 1); glGetIntegerv(GL_SAMPLER_BINDING, &samplerBinding[1]); glBindSampler(1, 0); glActiveTexture(GL_TEXTURE0); } glGetBooleanv(GL_BLEND, &blendEnabled); glGetBooleanv(GL_SCISSOR_TEST, &scissorEnabled); glGetBooleanv(GL_DEPTH_TEST, &depthEnabled); glGetBooleanv(GL_MULTISAMPLE, &multisampleEnabled); glGetIntegerv(GL_CURRENT_PROGRAM, ¤tProgram); glGetIntegerv(GL_BLEND_EQUATION_RGB, &blendEquationRgb); glGetIntegerv(GL_BLEND_EQUATION_ALPHA, &blendEquationAlpha); glGetIntegerv(GL_BLEND_SRC_RGB, &blendSrcRgb); glGetIntegerv(GL_BLEND_SRC_ALPHA, &blendSrcAlpha); glGetIntegerv(GL_BLEND_DST_RGB, &blendDestRgb); glGetIntegerv(GL_BLEND_DST_ALPHA, &blendDestAlpha); glDisable(GL_MULTISAMPLE); glDisable(GL_DEPTH_TEST); glDisable(GL_SCISSOR_TEST); glDisable(GL_BLEND); } void FGLPostProcessState::SaveTextureBinding1() { glActiveTexture(GL_TEXTURE1); glGetIntegerv(GL_TEXTURE_BINDING_2D, &textureBinding[1]); glBindTexture(GL_TEXTURE_2D, 0); textureBinding1Saved = true; glActiveTexture(GL_TEXTURE0); } //----------------------------------------------------------------------------- // // Restores state at the end of post processing // //----------------------------------------------------------------------------- FGLPostProcessState::~FGLPostProcessState() { if (blendEnabled) glEnable(GL_BLEND); else glDisable(GL_BLEND); if (scissorEnabled) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST); if (depthEnabled) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST); if (multisampleEnabled) glEnable(GL_MULTISAMPLE); else glDisable(GL_MULTISAMPLE); glBlendEquationSeparate(blendEquationRgb, blendEquationAlpha); glBlendFuncSeparate(blendSrcRgb, blendDestRgb, blendSrcAlpha, blendDestAlpha); glUseProgram(currentProgram); if (textureBinding1Saved) { glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, 0); } glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, 0); if (gl.flags & RFL_SAMPLER_OBJECTS) { glBindSampler(0, samplerBinding[0]); glBindSampler(1, samplerBinding[1]); } glBindTexture(GL_TEXTURE_2D, textureBinding[0]); if (textureBinding1Saved) { glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, textureBinding[1]); } glActiveTexture(activeTex); }