mirror of
https://github.com/ZDoom/Raze.git
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de70e802ec
This had already been agreed by all involved authors, but apparently not all files were changed accordingly.
612 lines
16 KiB
C++
612 lines
16 KiB
C++
//
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//---------------------------------------------------------------------------
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//
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// Copyright(C) 2009-2016 Christoph Oelckers
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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 2 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_renderstate.cpp
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** Render state maintenance
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**
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*/
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#include "gl_system.h"
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#include "gl_interface.h"
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#include "hw_cvars.h"
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#include "flatvertices.h"
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#include "gl_shader.h"
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#include "gl_renderer.h"
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#include "hw_lightbuffer.h"
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#include "hw_bonebuffer.h"
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#include "gl_renderbuffers.h"
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#include "gl_hwtexture.h"
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#include "gl_buffers.h"
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#include "hw_clock.h"
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#include "hwrenderer/data/hw_viewpointbuffer.h"
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namespace OpenGLRenderer
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{
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FGLRenderState gl_RenderState;
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static VSMatrix identityMatrix(1);
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static void matrixToGL(const VSMatrix &mat, int loc)
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{
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glUniformMatrix4fv(loc, 1, false, (float*)&mat);
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}
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//==========================================================================
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//
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// This only gets called once upon setup.
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// With OpenGL the state is persistent and cannot be cleared, once set up.
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//
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//==========================================================================
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void FGLRenderState::Reset()
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{
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FRenderState::Reset();
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mVertexBuffer = mCurrentVertexBuffer = nullptr;
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mGlossiness = 0.0f;
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mSpecularLevel = 0.0f;
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mShaderTimer = 0.0f;
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stRenderStyle = DefaultRenderStyle();
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stSrcBlend = stDstBlend = -1;
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stBlendEquation = -1;
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stAlphaTest = 0;
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mLastDepthClamp = true;
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mEffectState = 0;
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activeShader = nullptr;
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mCurrentVertexBuffer = nullptr;
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mCurrentVertexOffsets[0] = mVertexOffsets[0] = 0;
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mCurrentIndexBuffer = nullptr;
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}
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//==========================================================================
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//
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// Apply shader settings
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//
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//==========================================================================
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bool FGLRenderState::ApplyShader()
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{
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static const float nulvec[] = { 0.f, 0.f, 0.f, 0.f };
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if (mSpecialEffect > EFF_NONE)
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{
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activeShader = GLRenderer->mShaderManager->BindEffect(mSpecialEffect, mPassType);
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}
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else
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{
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activeShader = GLRenderer->mShaderManager->Get(mTextureEnabled ? mEffectState : SHADER_NoTexture, mAlphaThreshold >= 0.f, mPassType);
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activeShader->Bind();
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}
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int fogset = 0;
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if (mFogEnabled)
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{
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if (mFogEnabled == 2)
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{
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fogset = -3; // 2D rendering with 'foggy' overlay.
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}
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else if ((GetFogColor() & 0xffffff) == 0)
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{
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fogset = gl_fogmode;
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}
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else
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{
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fogset = -gl_fogmode;
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}
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}
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glVertexAttrib4fv(VATTR_COLOR, &mStreamData.uVertexColor.X);
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glVertexAttrib4fv(VATTR_NORMAL, &mStreamData.uVertexNormal.X);
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activeShader->muDesaturation.Set(mStreamData.uDesaturationFactor);
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activeShader->muFogEnabled.Set(fogset);
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activeShader->muTextureMode.Set(GetTextureModeAndFlags(mTempTM));
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activeShader->muLightParms.Set(mLightParms);
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activeShader->muFogColor.Set(mStreamData.uFogColor);
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activeShader->muObjectColor.Set(mStreamData.uObjectColor);
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activeShader->muDynLightColor.Set(&mStreamData.uDynLightColor.X);
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activeShader->muInterpolationFactor.Set(mStreamData.uInterpolationFactor);
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activeShader->muTimer.Set((double)(screen->FrameTime - firstFrame) * (double)mShaderTimer / 1000.);
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activeShader->muAlphaThreshold.Set(mAlphaThreshold);
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activeShader->muLightIndex.Set(-1);
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activeShader->muBoneIndexBase.Set(-1);
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activeShader->muClipSplit.Set(mClipSplit);
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activeShader->muSpecularMaterial.Set(mGlossiness, mSpecularLevel);
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activeShader->muAddColor.Set(mStreamData.uAddColor);
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activeShader->muTextureAddColor.Set(mStreamData.uTextureAddColor);
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activeShader->muTextureModulateColor.Set(mStreamData.uTextureModulateColor);
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activeShader->muTextureBlendColor.Set(mStreamData.uTextureBlendColor);
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activeShader->muDetailParms.Set(&mStreamData.uDetailParms.X);
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#ifdef NPOT_EMULATION
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activeShader->muNpotEmulation.Set(&mStreamData.uNpotEmulation.X);
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#endif
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if (mGlowEnabled || activeShader->currentglowstate)
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{
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activeShader->muGlowTopColor.Set(&mStreamData.uGlowTopColor.X);
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activeShader->muGlowBottomColor.Set(&mStreamData.uGlowBottomColor.X);
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activeShader->muGlowTopPlane.Set(&mStreamData.uGlowTopPlane.X);
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activeShader->muGlowBottomPlane.Set(&mStreamData.uGlowBottomPlane.X);
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activeShader->currentglowstate = mGlowEnabled;
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}
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if (mGradientEnabled || activeShader->currentgradientstate)
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{
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activeShader->muObjectColor2.Set(mStreamData.uObjectColor2);
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activeShader->muGradientTopPlane.Set(&mStreamData.uGradientTopPlane.X);
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activeShader->muGradientBottomPlane.Set(&mStreamData.uGradientBottomPlane.X);
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activeShader->currentgradientstate = mGradientEnabled;
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}
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if (mSplitEnabled || activeShader->currentsplitstate)
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{
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activeShader->muSplitTopPlane.Set(&mStreamData.uSplitTopPlane.X);
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activeShader->muSplitBottomPlane.Set(&mStreamData.uSplitBottomPlane.X);
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activeShader->currentsplitstate = mSplitEnabled;
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}
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if (mTextureMatrixEnabled)
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{
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matrixToGL(mTextureMatrix, activeShader->texturematrix_index);
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activeShader->currentTextureMatrixState = true;
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}
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else if (activeShader->currentTextureMatrixState)
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{
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activeShader->currentTextureMatrixState = false;
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matrixToGL(identityMatrix, activeShader->texturematrix_index);
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}
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if (mModelMatrixEnabled)
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{
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matrixToGL(mModelMatrix, activeShader->modelmatrix_index);
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VSMatrix norm;
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norm.computeNormalMatrix(mModelMatrix);
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matrixToGL(norm, activeShader->normalmodelmatrix_index);
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activeShader->currentModelMatrixState = true;
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}
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else if (activeShader->currentModelMatrixState)
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{
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activeShader->currentModelMatrixState = false;
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matrixToGL(identityMatrix, activeShader->modelmatrix_index);
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matrixToGL(identityMatrix, activeShader->normalmodelmatrix_index);
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}
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int index = mLightIndex;
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// Mess alert for crappy AncientGL!
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if (!screen->mLights->GetBufferType() && index >= 0)
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{
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size_t start, size;
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index = screen->mLights->GetBinding(index, &start, &size);
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if (start != mLastMappedLightIndex || screen->mPipelineNbr > 1) // If multiple buffers always bind
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{
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mLastMappedLightIndex = start;
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static_cast<GLDataBuffer*>(screen->mLights->GetBuffer())->BindRange(nullptr, start, size);
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}
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}
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activeShader->muLightIndex.Set(index);
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index = mBoneIndexBase;
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if (!screen->mBones->GetBufferType() && index >= 0) // Uniform buffer fallback support
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{
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size_t start, size;
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index = screen->mBones->GetBinding(index, &start, &size);
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if (start != mLastMappedBoneIndexBase || screen->mPipelineNbr > 1) // If multiple buffers always bind
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{
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mLastMappedBoneIndexBase = start;
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static_cast<GLDataBuffer*>(screen->mBones->GetBuffer())->BindRange(nullptr, start, size);
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}
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}
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activeShader->muBoneIndexBase.Set(index);
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return true;
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}
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//==========================================================================
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//
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// Apply State
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//
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//==========================================================================
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void FGLRenderState::ApplyState()
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{
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if (mRenderStyle != stRenderStyle)
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{
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ApplyBlendMode();
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stRenderStyle = mRenderStyle;
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}
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if (mSplitEnabled != stSplitEnabled)
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{
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if (mSplitEnabled)
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{
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glEnable(GL_CLIP_DISTANCE3);
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glEnable(GL_CLIP_DISTANCE4);
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}
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else
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{
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glDisable(GL_CLIP_DISTANCE3);
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glDisable(GL_CLIP_DISTANCE4);
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}
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stSplitEnabled = mSplitEnabled;
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}
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if (mMaterial.mChanged)
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{
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ApplyMaterial(mMaterial.mMaterial, mMaterial.mClampMode, mMaterial.mTranslation, mMaterial.mOverrideShader);
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mMaterial.mChanged = false;
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}
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if (mBias.mChanged)
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{
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if (mBias.mFactor == 0 && mBias.mUnits == 0)
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{
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glDisable(GL_POLYGON_OFFSET_FILL);
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}
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else
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{
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glEnable(GL_POLYGON_OFFSET_FILL);
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}
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glPolygonOffset(mBias.mFactor, mBias.mUnits);
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mBias.mChanged = false;
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}
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}
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void FGLRenderState::ApplyBuffers()
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{
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if (mVertexBuffer != mCurrentVertexBuffer || mVertexOffsets[0] != mCurrentVertexOffsets[0] || mVertexOffsets[1] != mCurrentVertexOffsets[1])
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{
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assert(mVertexBuffer != nullptr);
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static_cast<GLVertexBuffer*>(mVertexBuffer)->Bind(mVertexOffsets);
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mCurrentVertexBuffer = mVertexBuffer;
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mCurrentVertexOffsets[0] = mVertexOffsets[0];
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mCurrentVertexOffsets[1] = mVertexOffsets[1];
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}
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if (mIndexBuffer != mCurrentIndexBuffer)
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{
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if (mIndexBuffer) static_cast<GLIndexBuffer*>(mIndexBuffer)->Bind();
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mCurrentIndexBuffer = mIndexBuffer;
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}
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}
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void FGLRenderState::Apply()
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{
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ApplyState();
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ApplyBuffers();
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ApplyShader();
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}
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//===========================================================================
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//
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// Binds a texture to the renderer
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//
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//===========================================================================
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void FGLRenderState::ApplyMaterial(FMaterial *mat, int clampmode, int translation, int overrideshader)
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{
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if (mat->Source()->isHardwareCanvas())
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{
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mTempTM = TM_OPAQUE;
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}
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else
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{
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mTempTM = TM_NORMAL;
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}
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auto tex = mat->Source();
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mEffectState = overrideshader >= 0 ? overrideshader : mat->GetShaderIndex();
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mShaderTimer = tex->GetShaderSpeed();
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SetSpecular(tex->GetGlossiness(), tex->GetSpecularLevel());
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if (tex->isHardwareCanvas()) static_cast<FCanvasTexture*>(tex->GetTexture())->NeedUpdate();
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clampmode = tex->GetClampMode(clampmode);
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// avoid rebinding the same texture multiple times.
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if (mat == lastMaterial && lastClamp == clampmode && translation == lastTranslation) return;
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lastMaterial = mat;
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lastClamp = clampmode;
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lastTranslation = translation;
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int maxbound = 0;
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int numLayers = mat->NumLayers();
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MaterialLayerInfo* layer;
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auto base = static_cast<FHardwareTexture*>(mat->GetLayer(0, translation, &layer));
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if (base->BindOrCreate(tex->GetTexture(), 0, clampmode, translation, layer->scaleFlags))
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{
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if (!(layer->scaleFlags & CTF_Indexed))
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{
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for (int i = 1; i < numLayers; i++)
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{
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auto systex = static_cast<FHardwareTexture*>(mat->GetLayer(i, 0, &layer));
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// fixme: Upscale flags must be disabled for certain layers.
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systex->BindOrCreate(layer->layerTexture, i, clampmode, 0, layer->scaleFlags);
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maxbound = i;
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}
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}
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else
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{
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for (int i = 1; i < 3; i++)
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{
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auto systex = static_cast<FHardwareTexture*>(mat->GetLayer(i, translation, &layer));
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systex->Bind(i, false);
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maxbound = i;
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}
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}
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}
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// unbind everything from the last texture that's still active
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for (int i = maxbound + 1; i <= maxBoundMaterial; i++)
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{
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FHardwareTexture::Unbind(i);
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maxBoundMaterial = maxbound;
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}
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}
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//==========================================================================
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//
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// Apply blend mode from RenderStyle
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//
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//==========================================================================
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void FGLRenderState::ApplyBlendMode()
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{
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static int blendstyles[] = { GL_ZERO, GL_ONE, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, GL_DST_COLOR, GL_ONE_MINUS_DST_COLOR, GL_DST_ALPHA, GL_ONE_MINUS_DST_ALPHA };
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static int renderops[] = { 0, GL_FUNC_ADD, GL_FUNC_SUBTRACT, GL_FUNC_REVERSE_SUBTRACT, -1, -1, -1, -1,
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-1, -1, -1, -1, -1, -1, -1, -1 };
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int srcblend = blendstyles[mRenderStyle.SrcAlpha%STYLEALPHA_MAX];
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int dstblend = blendstyles[mRenderStyle.DestAlpha%STYLEALPHA_MAX];
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int blendequation = renderops[mRenderStyle.BlendOp & 15];
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if (blendequation == -1) // This was a fuzz style.
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{
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srcblend = GL_DST_COLOR;
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dstblend = GL_ONE_MINUS_SRC_ALPHA;
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blendequation = GL_FUNC_ADD;
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}
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// Checks must be disabled until all draw code has been converted.
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//if (srcblend != stSrcBlend || dstblend != stDstBlend)
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{
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stSrcBlend = srcblend;
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stDstBlend = dstblend;
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glBlendFunc(srcblend, dstblend);
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}
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//if (blendequation != stBlendEquation)
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{
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stBlendEquation = blendequation;
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glBlendEquation(blendequation);
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}
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}
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//==========================================================================
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//
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// API dependent draw calls
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//
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//==========================================================================
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static int dt2gl[] = { GL_POINTS, GL_LINES, GL_TRIANGLES, GL_TRIANGLE_FAN, GL_TRIANGLE_STRIP };
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void FGLRenderState::Draw(int dt, int index, int count, bool apply)
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{
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if (apply)
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{
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Apply();
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}
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drawcalls.Clock();
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glDrawArrays(dt2gl[dt], index, count);
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drawcalls.Unclock();
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}
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void FGLRenderState::DrawIndexed(int dt, int index, int count, bool apply)
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{
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if (apply)
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{
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Apply();
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}
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drawcalls.Clock();
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glDrawElements(dt2gl[dt], count, GL_UNSIGNED_INT, (void*)(intptr_t)(index * sizeof(uint32_t)));
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drawcalls.Unclock();
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}
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void FGLRenderState::SetDepthMask(bool on)
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{
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glDepthMask(on);
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}
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void FGLRenderState::SetDepthFunc(int func)
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{
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static int df2gl[] = { GL_LESS, GL_LEQUAL, GL_ALWAYS };
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glDepthFunc(df2gl[func]);
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}
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void FGLRenderState::SetDepthRange(float min, float max)
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{
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glDepthRange(min, max);
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}
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void FGLRenderState::SetColorMask(bool r, bool g, bool b, bool a)
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{
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glColorMask(r, g, b, a);
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}
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void FGLRenderState::SetStencil(int offs, int op, int flags = -1)
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{
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static int op2gl[] = { GL_KEEP, GL_INCR, GL_DECR };
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glStencilFunc(GL_EQUAL, screen->stencilValue + offs, ~0); // draw sky into stencil
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glStencilOp(GL_KEEP, GL_KEEP, op2gl[op]); // this stage doesn't modify the stencil
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if (flags != -1)
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{
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bool cmon = !(flags & SF_ColorMaskOff);
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glColorMask(cmon, cmon, cmon, cmon); // don't write to the graphics buffer
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glDepthMask(!(flags & SF_DepthMaskOff));
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}
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}
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void FGLRenderState::ToggleState(int state, bool on)
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{
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if (on)
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{
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glEnable(state);
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}
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else
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{
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glDisable(state);
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}
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}
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void FGLRenderState::SetCulling(int mode)
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{
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if (mode != Cull_None)
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{
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glEnable(GL_CULL_FACE);
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glFrontFace(mode == Cull_CCW ? GL_CCW : GL_CW);
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}
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else
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{
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glDisable(GL_CULL_FACE);
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}
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}
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void FGLRenderState::EnableClipDistance(int num, bool state)
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{
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// Update the viewpoint-related clip plane setting.
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if (!(gl.flags & RFL_NO_CLIP_PLANES))
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{
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ToggleState(GL_CLIP_DISTANCE0 + num, state);
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}
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}
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void FGLRenderState::Clear(int targets)
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{
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// This always clears to default values.
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int gltarget = 0;
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if (targets & CT_Depth)
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{
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gltarget |= GL_DEPTH_BUFFER_BIT;
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glClearDepth(1);
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}
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if (targets & CT_Stencil)
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{
|
|
gltarget |= GL_STENCIL_BUFFER_BIT;
|
|
glClearStencil(0);
|
|
}
|
|
if (targets & CT_Color)
|
|
{
|
|
gltarget |= GL_COLOR_BUFFER_BIT;
|
|
glClearColor(screen->mSceneClearColor[0], screen->mSceneClearColor[1], screen->mSceneClearColor[2], screen->mSceneClearColor[3]);
|
|
}
|
|
glClear(gltarget);
|
|
}
|
|
|
|
void FGLRenderState::EnableStencil(bool on)
|
|
{
|
|
ToggleState(GL_STENCIL_TEST, on);
|
|
}
|
|
|
|
void FGLRenderState::SetScissor(int x, int y, int w, int h)
|
|
{
|
|
if (w > -1)
|
|
{
|
|
glEnable(GL_SCISSOR_TEST);
|
|
glScissor(x, y, w, h);
|
|
}
|
|
else
|
|
{
|
|
glDisable(GL_SCISSOR_TEST);
|
|
}
|
|
}
|
|
|
|
void FGLRenderState::SetViewport(int x, int y, int w, int h)
|
|
{
|
|
glViewport(x, y, w, h);
|
|
}
|
|
|
|
void FGLRenderState::EnableDepthTest(bool on)
|
|
{
|
|
ToggleState(GL_DEPTH_TEST, on);
|
|
}
|
|
|
|
void FGLRenderState::EnableMultisampling(bool on)
|
|
{
|
|
ToggleState(GL_MULTISAMPLE, on);
|
|
}
|
|
|
|
void FGLRenderState::EnableLineSmooth(bool on)
|
|
{
|
|
ToggleState(GL_LINE_SMOOTH, on);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
void FGLRenderState::ClearScreen()
|
|
{
|
|
bool multi = !!glIsEnabled(GL_MULTISAMPLE);
|
|
|
|
screen->mViewpoints->Set2D(*this, SCREENWIDTH, SCREENHEIGHT);
|
|
SetColor(0, 0, 0);
|
|
Apply();
|
|
|
|
glDisable(GL_MULTISAMPLE);
|
|
glDisable(GL_DEPTH_TEST);
|
|
|
|
glDrawArrays(GL_TRIANGLE_STRIP, FFlatVertexBuffer::FULLSCREEN_INDEX, 4);
|
|
|
|
glEnable(GL_DEPTH_TEST);
|
|
if (multi) glEnable(GL_MULTISAMPLE);
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// Below are less frequently altrered state settings which do not get
|
|
// buffered by the state object, but set directly instead.
|
|
//
|
|
//==========================================================================
|
|
|
|
bool FGLRenderState::SetDepthClamp(bool on)
|
|
{
|
|
bool res = mLastDepthClamp;
|
|
if (!on) glDisable(GL_DEPTH_CLAMP);
|
|
else glEnable(GL_DEPTH_CLAMP);
|
|
mLastDepthClamp = on;
|
|
return res;
|
|
}
|
|
|
|
}
|