/* ** gl_postprocessstate.cpp ** Render state maintenance ** **--------------------------------------------------------------------------- ** Copyright 2016 Magnus Norddahl ** All rights reserved. ** ** Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions ** are met: ** ** 1. Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** 2. Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in the ** documentation and/or other materials provided with the distribution. ** 3. The name of the author may not be used to endorse or promote products ** derived from this software without specific prior written permission. ** 4. When not used as part of GZDoom or a GZDoom derivative, this code will be ** covered by the terms of the GNU Lesser General Public License as published ** by the Free Software Foundation; either version 2.1 of the License, or (at ** your option) any later version. ** 5. Full disclosure of the entire project's source code, except for third ** party libraries is mandatory. (NOTE: This clause is non-negotiable!) ** ** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR ** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES ** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. ** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, ** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT ** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF ** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. **--------------------------------------------------------------------------- ** */ #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); if (gl.flags & RFL_SAMPLER_OBJECTS) { glGetIntegerv(GL_SAMPLER_BINDING, &samplerBinding); glBindSampler(0, 0); } 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); } //----------------------------------------------------------------------------- // // 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); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, textureBinding); if (gl.flags & RFL_SAMPLER_OBJECTS) glBindSampler(0, samplerBinding); glActiveTexture(activeTex); }