raze/source/common/rendering/gl/gl_postprocessstate.cpp

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/*
** Postprocessing framework
** Copyright (c) 2016-2020 Magnus Norddahl
**
** This software is provided 'as-is', without any express or implied
** warranty. In no event will the authors be held liable for any damages
** arising from the use of this software.
**
** Permission is granted to anyone to use this software for any purpose,
** including commercial applications, and to alter it and redistribute it
** freely, subject to the following restrictions:
**
** 1. The origin of this software must not be misrepresented; you must not
** claim that you wrote the original software. If you use this software
** in a product, an acknowledgment in the product documentation would be
** appreciated but is not required.
** 2. Altered source versions must be plainly marked as such, and must not be
** misrepresented as being the original software.
** 3. This notice may not be removed or altered from any source distribution.
*/
2021-10-30 08:51:03 +00:00
2020-04-26 21:17:54 +00:00
#include "gl_system.h"
#include "gl_interface.h"
#include "gl_postprocessstate.h"
namespace OpenGLRenderer
{
//-----------------------------------------------------------------------------
//
// Saves state modified by post processing shaders
//
//-----------------------------------------------------------------------------
FGLPostProcessState::FGLPostProcessState()
{
glGetIntegerv(GL_ACTIVE_TEXTURE, &activeTex);
glActiveTexture(GL_TEXTURE0);
SaveTextureBindings(1);
glGetBooleanv(GL_BLEND, &blendEnabled);
glGetBooleanv(GL_SCISSOR_TEST, &scissorEnabled);
glGetBooleanv(GL_DEPTH_TEST, &depthEnabled);
glGetBooleanv(GL_MULTISAMPLE, &multisampleEnabled);
glGetIntegerv(GL_CURRENT_PROGRAM, &currentProgram);
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);
}
void FGLPostProcessState::SaveTextureBindings(unsigned int numUnits)
{
while (textureBinding.Size() < numUnits)
{
unsigned int i = textureBinding.Size();
GLint texture;
glActiveTexture(GL_TEXTURE0 + i);
glGetIntegerv(GL_TEXTURE_BINDING_2D, &texture);
glBindTexture(GL_TEXTURE_2D, 0);
textureBinding.Push(texture);
GLint sampler;
glGetIntegerv(GL_SAMPLER_BINDING, &sampler);
glBindSampler(i, 0);
samplerBinding.Push(sampler);
}
glActiveTexture(GL_TEXTURE0);
}
//-----------------------------------------------------------------------------
//
// 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);
// Fully unbind to avoid incomplete texture warnings from Nvidia's driver when gl_debug_level 4 is active
for (unsigned int i = 0; i < textureBinding.Size(); i++)
{
glActiveTexture(GL_TEXTURE0 + i);
glBindTexture(GL_TEXTURE_2D, 0);
}
for (unsigned int i = 0; i < samplerBinding.Size(); i++)
{
glBindSampler(i, samplerBinding[i]);
}
for (unsigned int i = 0; i < textureBinding.Size(); i++)
{
glActiveTexture(GL_TEXTURE0 + i);
glBindTexture(GL_TEXTURE_2D, textureBinding[i]);
}
glActiveTexture(activeTex);
}
}