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https://github.com/ZDoom/gzdoom.git
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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.
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parent
b82d611936
commit
89328e685c
4 changed files with 76 additions and 76 deletions
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@ -1014,8 +1014,7 @@ void FDrawInfo::SetupFloodStencil(wallseg * ws)
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glStencilOp(GL_KEEP, GL_KEEP, GL_INCR); // increment stencil of valid pixels
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glStencilOp(GL_KEEP, GL_KEEP, GL_INCR); // increment stencil of valid pixels
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{
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{
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// Use revertible color mask, to avoid stomping on anaglyph 3D state
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// Use revertible color mask, to avoid stomping on anaglyph 3D state
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// ScopedColorMask colorMask(0, 0, 0, 0);
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ScopedColorMask colorMask(0, 0, 0, 0); // glColorMask(0, 0, 0, 0); // don't write to the graphics buffer
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glColorMask(0, 0, 0, 0); // don't write to the graphics buffer
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gl_RenderState.EnableTexture(false);
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gl_RenderState.EnableTexture(false);
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gl_RenderState.ResetColor();
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gl_RenderState.ResetColor();
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_DEPTH_TEST);
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@ -1037,7 +1036,7 @@ void FDrawInfo::SetupFloodStencil(wallseg * ws)
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glStencilFunc(GL_EQUAL, recursion + 1, ~0); // draw sky into stencil
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glStencilFunc(GL_EQUAL, recursion + 1, ~0); // draw sky into stencil
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glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); // this stage doesn't modify the stencil
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glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); // this stage doesn't modify the stencil
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} glColorMask(1, 1, 1, 1); // don't write to the graphics buffer
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} // glColorMask(1, 1, 1, 1); // don't write to the graphics buffer
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gl_RenderState.EnableTexture(true);
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gl_RenderState.EnableTexture(true);
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_DEPTH_TEST);
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glDepthMask(false);
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glDepthMask(false);
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@ -1051,8 +1050,7 @@ void FDrawInfo::ClearFloodStencil(wallseg * ws)
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gl_RenderState.EnableTexture(false);
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gl_RenderState.EnableTexture(false);
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{
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{
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// Use revertible color mask, to avoid stomping on anaglyph 3D state
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// Use revertible color mask, to avoid stomping on anaglyph 3D state
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// ScopedColorMask colorMask(0, 0, 0, 0);
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ScopedColorMask colorMask(0, 0, 0, 0); // glColorMask(0,0,0,0); // don't write to the graphics buffer
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glColorMask(0,0,0,0); // don't write to the graphics buffer
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gl_RenderState.ResetColor();
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gl_RenderState.ResetColor();
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gl_RenderState.Apply();
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gl_RenderState.Apply();
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@ -1071,7 +1069,7 @@ void FDrawInfo::ClearFloodStencil(wallseg * ws)
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glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
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glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
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glStencilFunc(GL_EQUAL, recursion, ~0);
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glStencilFunc(GL_EQUAL, recursion, ~0);
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gl_RenderState.EnableTexture(true);
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gl_RenderState.EnableTexture(true);
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} glColorMask(1, 1, 1, 1);
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} // glColorMask(1, 1, 1, 1);
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_DEPTH_TEST);
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glDepthMask(true);
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glDepthMask(true);
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}
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}
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@ -198,7 +198,8 @@ bool GLPortal::Start(bool usestencil, bool doquery)
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// Create stencil
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// Create stencil
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glStencilFunc(GL_EQUAL,recursion,~0); // create stencil
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glStencilFunc(GL_EQUAL,recursion,~0); // create stencil
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glStencilOp(GL_KEEP, GL_KEEP, GL_INCR); // increment stencil of valid pixels
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glStencilOp(GL_KEEP, GL_KEEP, GL_INCR); // increment stencil of valid pixels
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glColorMask(0,0,0,0); // don't write to the graphics buffer
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{
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ScopedColorMask colorMask(0, 0, 0, 0); // glColorMask(0,0,0,0); // don't write to the graphics buffer
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gl_RenderState.SetEffect(EFF_STENCIL);
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gl_RenderState.SetEffect(EFF_STENCIL);
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gl_RenderState.EnableTexture(false);
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gl_RenderState.EnableTexture(false);
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gl_RenderState.ResetColor();
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gl_RenderState.ResetColor();
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@ -234,7 +235,7 @@ bool GLPortal::Start(bool usestencil, bool doquery)
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// set normal drawing mode
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// set normal drawing mode
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gl_RenderState.EnableTexture(true);
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gl_RenderState.EnableTexture(true);
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glDepthFunc(GL_LESS);
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glDepthFunc(GL_LESS);
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glColorMask(1, 1, 1, 1);
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// glColorMask(1, 1, 1, 1);
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gl_RenderState.SetEffect(EFF_NONE);
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gl_RenderState.SetEffect(EFF_NONE);
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glDepthRange(0, 1);
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glDepthRange(0, 1);
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@ -264,11 +265,12 @@ bool GLPortal::Start(bool usestencil, bool doquery)
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glStencilFunc(GL_EQUAL, recursion + 1, ~0); // draw sky into stencil
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glStencilFunc(GL_EQUAL, recursion + 1, ~0); // draw sky into stencil
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glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); // this stage doesn't modify the stencil
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glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); // this stage doesn't modify the stencil
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gl_RenderState.EnableTexture(true);
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gl_RenderState.EnableTexture(true);
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glColorMask(1,1,1,1);
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// glColorMask(1,1,1,1);
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gl_RenderState.SetEffect(EFF_NONE);
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gl_RenderState.SetEffect(EFF_NONE);
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_DEPTH_TEST);
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glDepthMask(false); // don't write to Z-buffer!
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glDepthMask(false); // don't write to Z-buffer!
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}
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}
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}
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recursion++;
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recursion++;
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@ -373,8 +375,7 @@ void GLPortal::End(bool usestencil)
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GLRenderer->SetupView(viewx, viewy, viewz, viewangle, !!(MirrorFlag & 1), !!(PlaneMirrorFlag & 1));
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GLRenderer->SetupView(viewx, viewy, viewz, viewangle, !!(MirrorFlag & 1), !!(PlaneMirrorFlag & 1));
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{
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{
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// ScopedColorMask colorMask(0, 0, 0, 0);
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ScopedColorMask colorMask(0, 0, 0, 0); // glColorMask(0, 0, 0, 0); // no graphics
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glColorMask(0, 0, 0, 0); // no graphics
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gl_RenderState.SetEffect(EFF_NONE);
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gl_RenderState.SetEffect(EFF_NONE);
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gl_RenderState.ResetColor();
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gl_RenderState.ResetColor();
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gl_RenderState.EnableTexture(false);
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gl_RenderState.EnableTexture(false);
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@ -403,7 +404,7 @@ void GLPortal::End(bool usestencil)
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gl_RenderState.EnableTexture(true);
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gl_RenderState.EnableTexture(true);
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gl_RenderState.SetEffect(EFF_NONE);
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gl_RenderState.SetEffect(EFF_NONE);
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} glColorMask(1, 1, 1, 1);
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} // glColorMask(1, 1, 1, 1);
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recursion--;
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recursion--;
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// restore old stencil op.
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// restore old stencil op.
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@ -840,6 +840,7 @@ sector_t * FGLRenderer::RenderViewpoint (AActor * camera, GL_IRECT * bounds, flo
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ProcessScene(toscreen);
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ProcessScene(toscreen);
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EndDrawScene(viewsector);
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EndDrawScene(viewsector);
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(*eye)->TearDown();
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}
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}
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stereo3dMode.TearDown();
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stereo3dMode.TearDown();
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@ -291,7 +291,7 @@ static void I_SelectTimer()
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unsigned int I_MSTime()
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unsigned int I_MSTime()
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{
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{
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// assert(basetime != 0);
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assert(basetime != 0);
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return timeGetTime() - basetime;
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return timeGetTime() - basetime;
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}
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}
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