mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-21 19:51:27 +00:00
Use eye->TearDown method to restore glColorMask.
Restore assert in i_system.cpp that was interfering with my debugging. Restore scoped colorMask-ing in gl_portal.cpp and gl_drawinfo.cpp.
This commit is contained in:
parent
b82d611936
commit
89328e685c
4 changed files with 76 additions and 76 deletions
|
@ -1014,8 +1014,7 @@ void FDrawInfo::SetupFloodStencil(wallseg * ws)
|
|||
glStencilOp(GL_KEEP, GL_KEEP, GL_INCR); // increment stencil of valid pixels
|
||||
{
|
||||
// Use revertible color mask, to avoid stomping on anaglyph 3D state
|
||||
// ScopedColorMask colorMask(0, 0, 0, 0);
|
||||
glColorMask(0, 0, 0, 0); // don't write to the graphics buffer
|
||||
ScopedColorMask colorMask(0, 0, 0, 0); // glColorMask(0, 0, 0, 0); // don't write to the graphics buffer
|
||||
gl_RenderState.EnableTexture(false);
|
||||
gl_RenderState.ResetColor();
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
|
@ -1037,7 +1036,7 @@ void FDrawInfo::SetupFloodStencil(wallseg * ws)
|
|||
glStencilFunc(GL_EQUAL, recursion + 1, ~0); // draw sky into stencil
|
||||
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); // this stage doesn't modify the stencil
|
||||
|
||||
} glColorMask(1, 1, 1, 1); // don't write to the graphics buffer
|
||||
} // glColorMask(1, 1, 1, 1); // don't write to the graphics buffer
|
||||
gl_RenderState.EnableTexture(true);
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
glDepthMask(false);
|
||||
|
@ -1051,8 +1050,7 @@ void FDrawInfo::ClearFloodStencil(wallseg * ws)
|
|||
gl_RenderState.EnableTexture(false);
|
||||
{
|
||||
// Use revertible color mask, to avoid stomping on anaglyph 3D state
|
||||
// ScopedColorMask colorMask(0, 0, 0, 0);
|
||||
glColorMask(0,0,0,0); // don't write to the graphics buffer
|
||||
ScopedColorMask colorMask(0, 0, 0, 0); // glColorMask(0,0,0,0); // don't write to the graphics buffer
|
||||
gl_RenderState.ResetColor();
|
||||
|
||||
gl_RenderState.Apply();
|
||||
|
@ -1071,7 +1069,7 @@ void FDrawInfo::ClearFloodStencil(wallseg * ws)
|
|||
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
|
||||
glStencilFunc(GL_EQUAL, recursion, ~0);
|
||||
gl_RenderState.EnableTexture(true);
|
||||
} glColorMask(1, 1, 1, 1);
|
||||
} // glColorMask(1, 1, 1, 1);
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glDepthMask(true);
|
||||
}
|
||||
|
|
|
@ -197,77 +197,79 @@ bool GLPortal::Start(bool usestencil, bool doquery)
|
|||
|
||||
// Create stencil
|
||||
glStencilFunc(GL_EQUAL,recursion,~0); // create stencil
|
||||
glStencilOp(GL_KEEP,GL_KEEP,GL_INCR); // increment stencil of valid pixels
|
||||
glColorMask(0,0,0,0); // don't write to the graphics buffer
|
||||
gl_RenderState.SetEffect(EFF_STENCIL);
|
||||
gl_RenderState.EnableTexture(false);
|
||||
gl_RenderState.ResetColor();
|
||||
glDepthFunc(GL_LESS);
|
||||
gl_RenderState.Apply();
|
||||
|
||||
if (NeedDepthBuffer())
|
||||
glStencilOp(GL_KEEP, GL_KEEP, GL_INCR); // increment stencil of valid pixels
|
||||
{
|
||||
glDepthMask(false); // don't write to Z-buffer!
|
||||
if (!NeedDepthBuffer()) doquery = false; // too much overhead and nothing to gain.
|
||||
else if (gl_noquery) doquery = false;
|
||||
|
||||
// If occlusion query is supported let's use it to avoid rendering portals that aren't visible
|
||||
if (!QueryObject) glGenQueries(1, &QueryObject);
|
||||
if (QueryObject)
|
||||
{
|
||||
glBeginQuery(GL_SAMPLES_PASSED, QueryObject);
|
||||
}
|
||||
else doquery = false; // some kind of error happened
|
||||
|
||||
DrawPortalStencil();
|
||||
|
||||
glEndQuery(GL_SAMPLES_PASSED);
|
||||
|
||||
// Clear Z-buffer
|
||||
glStencilFunc(GL_EQUAL, recursion + 1, ~0); // draw sky into stencil
|
||||
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); // this stage doesn't modify the stencil
|
||||
glDepthMask(true); // enable z-buffer again
|
||||
glDepthRange(1, 1);
|
||||
glDepthFunc(GL_ALWAYS);
|
||||
DrawPortalStencil();
|
||||
|
||||
// set normal drawing mode
|
||||
gl_RenderState.EnableTexture(true);
|
||||
ScopedColorMask colorMask(0, 0, 0, 0); // glColorMask(0,0,0,0); // don't write to the graphics buffer
|
||||
gl_RenderState.SetEffect(EFF_STENCIL);
|
||||
gl_RenderState.EnableTexture(false);
|
||||
gl_RenderState.ResetColor();
|
||||
glDepthFunc(GL_LESS);
|
||||
glColorMask(1, 1, 1, 1);
|
||||
gl_RenderState.SetEffect(EFF_NONE);
|
||||
glDepthRange(0, 1);
|
||||
gl_RenderState.Apply();
|
||||
|
||||
GLuint sampleCount;
|
||||
|
||||
glGetQueryObjectuiv(QueryObject, GL_QUERY_RESULT, &sampleCount);
|
||||
|
||||
if (sampleCount==0) // not visible
|
||||
if (NeedDepthBuffer())
|
||||
{
|
||||
// restore default stencil op.
|
||||
glStencilOp(GL_KEEP,GL_KEEP,GL_KEEP);
|
||||
glStencilFunc(GL_EQUAL,recursion,~0); // draw sky into stencil
|
||||
PortalAll.Unclock();
|
||||
return false;
|
||||
}
|
||||
FDrawInfo::StartDrawInfo();
|
||||
}
|
||||
else
|
||||
{
|
||||
// No z-buffer is needed therefore we can skip all the complicated stuff that is involved
|
||||
// No occlusion queries will be done here. For these portals the overhead is far greater
|
||||
// than the benefit.
|
||||
// Note: We must draw the stencil with z-write enabled here because there is no second pass!
|
||||
glDepthMask(false); // don't write to Z-buffer!
|
||||
if (!NeedDepthBuffer()) doquery = false; // too much overhead and nothing to gain.
|
||||
else if (gl_noquery) doquery = false;
|
||||
|
||||
glDepthMask(true);
|
||||
DrawPortalStencil();
|
||||
glStencilFunc(GL_EQUAL,recursion+1,~0); // draw sky into stencil
|
||||
glStencilOp(GL_KEEP,GL_KEEP,GL_KEEP); // this stage doesn't modify the stencil
|
||||
gl_RenderState.EnableTexture(true);
|
||||
glColorMask(1,1,1,1);
|
||||
gl_RenderState.SetEffect(EFF_NONE);
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
glDepthMask(false); // don't write to Z-buffer!
|
||||
// If occlusion query is supported let's use it to avoid rendering portals that aren't visible
|
||||
if (!QueryObject) glGenQueries(1, &QueryObject);
|
||||
if (QueryObject)
|
||||
{
|
||||
glBeginQuery(GL_SAMPLES_PASSED, QueryObject);
|
||||
}
|
||||
else doquery = false; // some kind of error happened
|
||||
|
||||
DrawPortalStencil();
|
||||
|
||||
glEndQuery(GL_SAMPLES_PASSED);
|
||||
|
||||
// Clear Z-buffer
|
||||
glStencilFunc(GL_EQUAL, recursion + 1, ~0); // draw sky into stencil
|
||||
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); // this stage doesn't modify the stencil
|
||||
glDepthMask(true); // enable z-buffer again
|
||||
glDepthRange(1, 1);
|
||||
glDepthFunc(GL_ALWAYS);
|
||||
DrawPortalStencil();
|
||||
|
||||
// set normal drawing mode
|
||||
gl_RenderState.EnableTexture(true);
|
||||
glDepthFunc(GL_LESS);
|
||||
// glColorMask(1, 1, 1, 1);
|
||||
gl_RenderState.SetEffect(EFF_NONE);
|
||||
glDepthRange(0, 1);
|
||||
|
||||
GLuint sampleCount;
|
||||
|
||||
glGetQueryObjectuiv(QueryObject, GL_QUERY_RESULT, &sampleCount);
|
||||
|
||||
if (sampleCount == 0) // not visible
|
||||
{
|
||||
// restore default stencil op.
|
||||
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
|
||||
glStencilFunc(GL_EQUAL, recursion, ~0); // draw sky into stencil
|
||||
PortalAll.Unclock();
|
||||
return false;
|
||||
}
|
||||
FDrawInfo::StartDrawInfo();
|
||||
}
|
||||
else
|
||||
{
|
||||
// No z-buffer is needed therefore we can skip all the complicated stuff that is involved
|
||||
// No occlusion queries will be done here. For these portals the overhead is far greater
|
||||
// than the benefit.
|
||||
// Note: We must draw the stencil with z-write enabled here because there is no second pass!
|
||||
|
||||
glDepthMask(true);
|
||||
DrawPortalStencil();
|
||||
glStencilFunc(GL_EQUAL, recursion + 1, ~0); // draw sky into stencil
|
||||
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); // this stage doesn't modify the stencil
|
||||
gl_RenderState.EnableTexture(true);
|
||||
// glColorMask(1,1,1,1);
|
||||
gl_RenderState.SetEffect(EFF_NONE);
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
glDepthMask(false); // don't write to Z-buffer!
|
||||
}
|
||||
}
|
||||
recursion++;
|
||||
|
||||
|
@ -373,8 +375,7 @@ void GLPortal::End(bool usestencil)
|
|||
GLRenderer->SetupView(viewx, viewy, viewz, viewangle, !!(MirrorFlag & 1), !!(PlaneMirrorFlag & 1));
|
||||
|
||||
{
|
||||
// ScopedColorMask colorMask(0, 0, 0, 0);
|
||||
glColorMask(0, 0, 0, 0); // no graphics
|
||||
ScopedColorMask colorMask(0, 0, 0, 0); // glColorMask(0, 0, 0, 0); // no graphics
|
||||
gl_RenderState.SetEffect(EFF_NONE);
|
||||
gl_RenderState.ResetColor();
|
||||
gl_RenderState.EnableTexture(false);
|
||||
|
@ -403,7 +404,7 @@ void GLPortal::End(bool usestencil)
|
|||
|
||||
gl_RenderState.EnableTexture(true);
|
||||
gl_RenderState.SetEffect(EFF_NONE);
|
||||
} glColorMask(1, 1, 1, 1);
|
||||
} // glColorMask(1, 1, 1, 1);
|
||||
recursion--;
|
||||
|
||||
// restore old stencil op.
|
||||
|
|
|
@ -840,6 +840,7 @@ sector_t * FGLRenderer::RenderViewpoint (AActor * camera, GL_IRECT * bounds, flo
|
|||
|
||||
ProcessScene(toscreen);
|
||||
EndDrawScene(viewsector);
|
||||
(*eye)->TearDown();
|
||||
}
|
||||
stereo3dMode.TearDown();
|
||||
|
||||
|
|
|
@ -291,7 +291,7 @@ static void I_SelectTimer()
|
|||
|
||||
unsigned int I_MSTime()
|
||||
{
|
||||
// assert(basetime != 0);
|
||||
assert(basetime != 0);
|
||||
return timeGetTime() - basetime;
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in a new issue