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https://github.com/ZDoom/gzdoom.git
synced 2024-11-25 13:31:37 +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.
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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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@ -197,77 +197,79 @@ 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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gl_RenderState.SetEffect(EFF_STENCIL);
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gl_RenderState.EnableTexture(false);
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gl_RenderState.ResetColor();
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glDepthFunc(GL_LESS);
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gl_RenderState.Apply();
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if (NeedDepthBuffer())
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{
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{
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glDepthMask(false); // don't write to Z-buffer!
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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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if (!NeedDepthBuffer()) doquery = false; // too much overhead and nothing to gain.
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gl_RenderState.SetEffect(EFF_STENCIL);
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else if (gl_noquery) doquery = false;
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gl_RenderState.EnableTexture(false);
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gl_RenderState.ResetColor();
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// If occlusion query is supported let's use it to avoid rendering portals that aren't visible
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if (!QueryObject) glGenQueries(1, &QueryObject);
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if (QueryObject)
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{
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glBeginQuery(GL_SAMPLES_PASSED, QueryObject);
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}
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else doquery = false; // some kind of error happened
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DrawPortalStencil();
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glEndQuery(GL_SAMPLES_PASSED);
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// Clear Z-buffer
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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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glDepthMask(true); // enable z-buffer again
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glDepthRange(1, 1);
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glDepthFunc(GL_ALWAYS);
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DrawPortalStencil();
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// set normal drawing mode
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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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gl_RenderState.Apply();
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gl_RenderState.SetEffect(EFF_NONE);
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glDepthRange(0, 1);
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GLuint sampleCount;
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if (NeedDepthBuffer())
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glGetQueryObjectuiv(QueryObject, GL_QUERY_RESULT, &sampleCount);
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if (sampleCount==0) // not visible
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{
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{
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// restore default stencil op.
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glDepthMask(false); // don't write to Z-buffer!
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glStencilOp(GL_KEEP,GL_KEEP,GL_KEEP);
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if (!NeedDepthBuffer()) doquery = false; // too much overhead and nothing to gain.
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glStencilFunc(GL_EQUAL,recursion,~0); // draw sky into stencil
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else if (gl_noquery) doquery = false;
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PortalAll.Unclock();
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return false;
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}
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FDrawInfo::StartDrawInfo();
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}
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else
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{
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// No z-buffer is needed therefore we can skip all the complicated stuff that is involved
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// No occlusion queries will be done here. For these portals the overhead is far greater
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// than the benefit.
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// Note: We must draw the stencil with z-write enabled here because there is no second pass!
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glDepthMask(true);
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// If occlusion query is supported let's use it to avoid rendering portals that aren't visible
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DrawPortalStencil();
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if (!QueryObject) glGenQueries(1, &QueryObject);
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glStencilFunc(GL_EQUAL,recursion+1,~0); // draw sky into stencil
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if (QueryObject)
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glStencilOp(GL_KEEP,GL_KEEP,GL_KEEP); // this stage doesn't modify the stencil
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{
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gl_RenderState.EnableTexture(true);
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glBeginQuery(GL_SAMPLES_PASSED, QueryObject);
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glColorMask(1,1,1,1);
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}
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gl_RenderState.SetEffect(EFF_NONE);
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else doquery = false; // some kind of error happened
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glDisable(GL_DEPTH_TEST);
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glDepthMask(false); // don't write to Z-buffer!
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DrawPortalStencil();
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glEndQuery(GL_SAMPLES_PASSED);
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// Clear Z-buffer
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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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glDepthMask(true); // enable z-buffer again
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glDepthRange(1, 1);
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glDepthFunc(GL_ALWAYS);
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DrawPortalStencil();
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// set normal drawing mode
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gl_RenderState.EnableTexture(true);
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glDepthFunc(GL_LESS);
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// glColorMask(1, 1, 1, 1);
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gl_RenderState.SetEffect(EFF_NONE);
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glDepthRange(0, 1);
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GLuint sampleCount;
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glGetQueryObjectuiv(QueryObject, GL_QUERY_RESULT, &sampleCount);
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if (sampleCount == 0) // not visible
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{
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// restore default stencil op.
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glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
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glStencilFunc(GL_EQUAL, recursion, ~0); // draw sky into stencil
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PortalAll.Unclock();
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return false;
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}
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FDrawInfo::StartDrawInfo();
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}
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else
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{
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// No z-buffer is needed therefore we can skip all the complicated stuff that is involved
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// No occlusion queries will be done here. For these portals the overhead is far greater
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// than the benefit.
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// Note: We must draw the stencil with z-write enabled here because there is no second pass!
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glDepthMask(true);
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DrawPortalStencil();
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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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gl_RenderState.EnableTexture(true);
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// glColorMask(1,1,1,1);
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gl_RenderState.SetEffect(EFF_NONE);
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glDisable(GL_DEPTH_TEST);
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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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