/* ** 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. */ #include "templates.h" #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, ¤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); } }