mirror of
https://github.com/ZDoom/Raze.git
synced 2024-11-16 01:11:44 +00:00
140 lines
3.9 KiB
C++
140 lines
3.9 KiB
C++
|
//
|
||
|
//---------------------------------------------------------------------------
|
||
|
//
|
||
|
// Copyright(C) 2016 Magnus Norddahl
|
||
|
// All rights reserved.
|
||
|
//
|
||
|
// This program is free software: you can redistribute it and/or modify
|
||
|
// it under the terms of the GNU Lesser General Public License as published by
|
||
|
// the Free Software Foundation, either version 3 of the License, or
|
||
|
// (at your option) any later version.
|
||
|
//
|
||
|
// This program is distributed in the hope that it will be useful,
|
||
|
// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||
|
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||
|
// GNU Lesser General Public License for more details.
|
||
|
//
|
||
|
// You should have received a copy of the GNU Lesser General Public License
|
||
|
// along with this program. If not, see http://www.gnu.org/licenses/
|
||
|
//
|
||
|
//--------------------------------------------------------------------------
|
||
|
//
|
||
|
/*
|
||
|
** gl_postprocessstate.cpp
|
||
|
** Render state maintenance
|
||
|
**
|
||
|
**/
|
||
|
|
||
|
#include "templates.h"
|
||
|
#include "gl_load/gl_system.h"
|
||
|
#include "gl_load/gl_interface.h"
|
||
|
#include "gl/renderer/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, ¤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);
|
||
|
}
|
||
|
|
||
|
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);
|
||
|
}
|
||
|
|
||
|
}
|