mirror of
https://github.com/ZDoom/raze-gles.git
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140 lines
3.9 KiB
C++
140 lines
3.9 KiB
C++
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//
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//---------------------------------------------------------------------------
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//
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// Copyright(C) 2016 Magnus Norddahl
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// All rights reserved.
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public License
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// along with this program. If not, see http://www.gnu.org/licenses/
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//
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//--------------------------------------------------------------------------
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//
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/*
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** gl_postprocessstate.cpp
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** Render state maintenance
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**
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**/
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#include "templates.h"
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#include "gl_load/gl_system.h"
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#include "gl_load/gl_interface.h"
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#include "gl/renderer/gl_postprocessstate.h"
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namespace OpenGLRenderer
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{
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//-----------------------------------------------------------------------------
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//
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// Saves state modified by post processing shaders
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//
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//-----------------------------------------------------------------------------
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FGLPostProcessState::FGLPostProcessState()
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{
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glGetIntegerv(GL_ACTIVE_TEXTURE, &activeTex);
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glActiveTexture(GL_TEXTURE0);
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SaveTextureBindings(1);
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glGetBooleanv(GL_BLEND, &blendEnabled);
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glGetBooleanv(GL_SCISSOR_TEST, &scissorEnabled);
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glGetBooleanv(GL_DEPTH_TEST, &depthEnabled);
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glGetBooleanv(GL_MULTISAMPLE, &multisampleEnabled);
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glGetIntegerv(GL_CURRENT_PROGRAM, ¤tProgram);
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glGetIntegerv(GL_BLEND_EQUATION_RGB, &blendEquationRgb);
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glGetIntegerv(GL_BLEND_EQUATION_ALPHA, &blendEquationAlpha);
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glGetIntegerv(GL_BLEND_SRC_RGB, &blendSrcRgb);
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glGetIntegerv(GL_BLEND_SRC_ALPHA, &blendSrcAlpha);
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glGetIntegerv(GL_BLEND_DST_RGB, &blendDestRgb);
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glGetIntegerv(GL_BLEND_DST_ALPHA, &blendDestAlpha);
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glDisable(GL_MULTISAMPLE);
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_SCISSOR_TEST);
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glDisable(GL_BLEND);
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}
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void FGLPostProcessState::SaveTextureBindings(unsigned int numUnits)
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{
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while (textureBinding.Size() < numUnits)
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{
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unsigned int i = textureBinding.Size();
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GLint texture;
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glActiveTexture(GL_TEXTURE0 + i);
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glGetIntegerv(GL_TEXTURE_BINDING_2D, &texture);
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glBindTexture(GL_TEXTURE_2D, 0);
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textureBinding.Push(texture);
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GLint sampler;
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glGetIntegerv(GL_SAMPLER_BINDING, &sampler);
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glBindSampler(i, 0);
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samplerBinding.Push(sampler);
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}
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glActiveTexture(GL_TEXTURE0);
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}
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//-----------------------------------------------------------------------------
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//
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// Restores state at the end of post processing
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//
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//-----------------------------------------------------------------------------
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FGLPostProcessState::~FGLPostProcessState()
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{
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if (blendEnabled)
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glEnable(GL_BLEND);
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else
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glDisable(GL_BLEND);
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if (scissorEnabled)
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glEnable(GL_SCISSOR_TEST);
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else
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glDisable(GL_SCISSOR_TEST);
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if (depthEnabled)
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glEnable(GL_DEPTH_TEST);
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else
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glDisable(GL_DEPTH_TEST);
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if (multisampleEnabled)
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glEnable(GL_MULTISAMPLE);
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else
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glDisable(GL_MULTISAMPLE);
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glBlendEquationSeparate(blendEquationRgb, blendEquationAlpha);
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glBlendFuncSeparate(blendSrcRgb, blendDestRgb, blendSrcAlpha, blendDestAlpha);
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glUseProgram(currentProgram);
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// Fully unbind to avoid incomplete texture warnings from Nvidia's driver when gl_debug_level 4 is active
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for (unsigned int i = 0; i < textureBinding.Size(); i++)
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{
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glActiveTexture(GL_TEXTURE0 + i);
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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for (unsigned int i = 0; i < samplerBinding.Size(); i++)
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{
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glBindSampler(i, samplerBinding[i]);
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}
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for (unsigned int i = 0; i < textureBinding.Size(); i++)
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{
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glActiveTexture(GL_TEXTURE0 + i);
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glBindTexture(GL_TEXTURE_2D, textureBinding[i]);
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}
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glActiveTexture(activeTex);
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}
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}
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