- moved most of the OpenGL backend to 'common'.
A few things are yet to do, because they still need some changes.
This commit is contained in:
parent
763e9e0f35
commit
02832297ff
26 changed files with 216 additions and 220 deletions
586
src/common/rendering/gl/gl_renderstate.cpp
Normal file
586
src/common/rendering/gl/gl_renderstate.cpp
Normal file
|
|
@ -0,0 +1,586 @@
|
|||
//
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
// Copyright(C) 2009-2016 Christoph Oelckers
|
||||
// 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_renderstate.cpp
|
||||
** Render state maintenance
|
||||
**
|
||||
*/
|
||||
|
||||
#include "templates.h"
|
||||
#include "doomstat.h"
|
||||
#include "r_data/colormaps.h"
|
||||
#include "gl_system.h"
|
||||
#include "gl_interface.h"
|
||||
#include "hw_cvars.h"
|
||||
#include "flatvertices.h"
|
||||
#include "hwrenderer/scene/hw_skydome.h"
|
||||
#include "gl/shaders/gl_shader.h"
|
||||
#include "gl/renderer/gl_renderer.h"
|
||||
#include "hw_lightbuffer.h"
|
||||
#include "gl_renderbuffers.h"
|
||||
#include "gl_hwtexture.h"
|
||||
#include "gl_buffers.h"
|
||||
#include "hwrenderer/utility/hw_clock.h"
|
||||
#include "hwrenderer/data/hw_viewpointbuffer.h"
|
||||
|
||||
namespace OpenGLRenderer
|
||||
{
|
||||
|
||||
FGLRenderState gl_RenderState;
|
||||
|
||||
static VSMatrix identityMatrix(1);
|
||||
|
||||
static void matrixToGL(const VSMatrix &mat, int loc)
|
||||
{
|
||||
glUniformMatrix4fv(loc, 1, false, (float*)&mat);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// This only gets called once upon setup.
|
||||
// With OpenGL the state is persistent and cannot be cleared, once set up.
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void FGLRenderState::Reset()
|
||||
{
|
||||
FRenderState::Reset();
|
||||
mVertexBuffer = mCurrentVertexBuffer = nullptr;
|
||||
mGlossiness = 0.0f;
|
||||
mSpecularLevel = 0.0f;
|
||||
mShaderTimer = 0.0f;
|
||||
|
||||
stRenderStyle = DefaultRenderStyle();
|
||||
stSrcBlend = stDstBlend = -1;
|
||||
stBlendEquation = -1;
|
||||
stAlphaTest = 0;
|
||||
mLastDepthClamp = true;
|
||||
|
||||
mEffectState = 0;
|
||||
activeShader = nullptr;
|
||||
|
||||
mCurrentVertexBuffer = nullptr;
|
||||
mCurrentVertexOffsets[0] = mVertexOffsets[0] = 0;
|
||||
mCurrentIndexBuffer = nullptr;
|
||||
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Apply shader settings
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
bool FGLRenderState::ApplyShader()
|
||||
{
|
||||
static const float nulvec[] = { 0.f, 0.f, 0.f, 0.f };
|
||||
if (mSpecialEffect > EFF_NONE)
|
||||
{
|
||||
activeShader = GLRenderer->mShaderManager->BindEffect(mSpecialEffect, mPassType);
|
||||
}
|
||||
else
|
||||
{
|
||||
activeShader = GLRenderer->mShaderManager->Get(mTextureEnabled ? mEffectState : SHADER_NoTexture, mAlphaThreshold >= 0.f, mPassType);
|
||||
activeShader->Bind();
|
||||
}
|
||||
|
||||
int fogset = 0;
|
||||
|
||||
if (mFogEnabled)
|
||||
{
|
||||
if (mFogEnabled == 2)
|
||||
{
|
||||
fogset = -3; // 2D rendering with 'foggy' overlay.
|
||||
}
|
||||
else if ((GetFogColor() & 0xffffff) == 0)
|
||||
{
|
||||
fogset = gl_fogmode;
|
||||
}
|
||||
else
|
||||
{
|
||||
fogset = -gl_fogmode;
|
||||
}
|
||||
}
|
||||
|
||||
glVertexAttrib4fv(VATTR_COLOR, &mStreamData.uVertexColor.X);
|
||||
glVertexAttrib4fv(VATTR_NORMAL, &mStreamData.uVertexNormal.X);
|
||||
|
||||
activeShader->muDesaturation.Set(mStreamData.uDesaturationFactor);
|
||||
activeShader->muFogEnabled.Set(fogset);
|
||||
|
||||
int f = mTextureModeFlags;
|
||||
if (!mBrightmapEnabled) f &= ~(TEXF_Brightmap | TEXF_Glowmap);
|
||||
activeShader->muTextureMode.Set((mTextureMode == TM_NORMAL && mTempTM == TM_OPAQUE ? TM_OPAQUE : mTextureMode) | f);
|
||||
activeShader->muLightParms.Set(mLightParms);
|
||||
activeShader->muFogColor.Set(mStreamData.uFogColor);
|
||||
activeShader->muObjectColor.Set(mStreamData.uObjectColor);
|
||||
activeShader->muDynLightColor.Set(&mStreamData.uDynLightColor.X);
|
||||
activeShader->muInterpolationFactor.Set(mStreamData.uInterpolationFactor);
|
||||
activeShader->muTimer.Set((double)(screen->FrameTime - firstFrame) * (double)mShaderTimer / 1000.);
|
||||
activeShader->muAlphaThreshold.Set(mAlphaThreshold);
|
||||
activeShader->muLightIndex.Set(-1);
|
||||
activeShader->muClipSplit.Set(mClipSplit);
|
||||
activeShader->muSpecularMaterial.Set(mGlossiness, mSpecularLevel);
|
||||
activeShader->muAddColor.Set(mStreamData.uAddColor);
|
||||
activeShader->muTextureAddColor.Set(mStreamData.uTextureAddColor);
|
||||
activeShader->muTextureModulateColor.Set(mStreamData.uTextureModulateColor);
|
||||
activeShader->muTextureBlendColor.Set(mStreamData.uTextureBlendColor);
|
||||
activeShader->muDetailParms.Set(&mStreamData.uDetailParms.X);
|
||||
|
||||
if (mGlowEnabled || activeShader->currentglowstate)
|
||||
{
|
||||
activeShader->muGlowTopColor.Set(&mStreamData.uGlowTopColor.X);
|
||||
activeShader->muGlowBottomColor.Set(&mStreamData.uGlowBottomColor.X);
|
||||
activeShader->muGlowTopPlane.Set(&mStreamData.uGlowTopPlane.X);
|
||||
activeShader->muGlowBottomPlane.Set(&mStreamData.uGlowBottomPlane.X);
|
||||
activeShader->currentglowstate = mGlowEnabled;
|
||||
}
|
||||
|
||||
if (mGradientEnabled || activeShader->currentgradientstate)
|
||||
{
|
||||
activeShader->muObjectColor2.Set(mStreamData.uObjectColor2);
|
||||
activeShader->muGradientTopPlane.Set(&mStreamData.uGradientTopPlane.X);
|
||||
activeShader->muGradientBottomPlane.Set(&mStreamData.uGradientBottomPlane.X);
|
||||
activeShader->currentgradientstate = mGradientEnabled;
|
||||
}
|
||||
|
||||
if (mSplitEnabled || activeShader->currentsplitstate)
|
||||
{
|
||||
activeShader->muSplitTopPlane.Set(&mStreamData.uSplitTopPlane.X);
|
||||
activeShader->muSplitBottomPlane.Set(&mStreamData.uSplitBottomPlane.X);
|
||||
activeShader->currentsplitstate = mSplitEnabled;
|
||||
}
|
||||
|
||||
|
||||
if (mTextureMatrixEnabled)
|
||||
{
|
||||
matrixToGL(mTextureMatrix, activeShader->texturematrix_index);
|
||||
activeShader->currentTextureMatrixState = true;
|
||||
}
|
||||
else if (activeShader->currentTextureMatrixState)
|
||||
{
|
||||
activeShader->currentTextureMatrixState = false;
|
||||
matrixToGL(identityMatrix, activeShader->texturematrix_index);
|
||||
}
|
||||
|
||||
if (mModelMatrixEnabled)
|
||||
{
|
||||
matrixToGL(mModelMatrix, activeShader->modelmatrix_index);
|
||||
VSMatrix norm;
|
||||
norm.computeNormalMatrix(mModelMatrix);
|
||||
matrixToGL(norm, activeShader->normalmodelmatrix_index);
|
||||
activeShader->currentModelMatrixState = true;
|
||||
}
|
||||
else if (activeShader->currentModelMatrixState)
|
||||
{
|
||||
activeShader->currentModelMatrixState = false;
|
||||
matrixToGL(identityMatrix, activeShader->modelmatrix_index);
|
||||
matrixToGL(identityMatrix, activeShader->normalmodelmatrix_index);
|
||||
}
|
||||
|
||||
int index = mLightIndex;
|
||||
// Mess alert for crappy AncientGL!
|
||||
if (!screen->mLights->GetBufferType() && index >= 0)
|
||||
{
|
||||
size_t start, size;
|
||||
index = screen->mLights->GetBinding(index, &start, &size);
|
||||
|
||||
if (start != mLastMappedLightIndex)
|
||||
{
|
||||
mLastMappedLightIndex = start;
|
||||
static_cast<GLDataBuffer*>(screen->mLights->GetBuffer())->BindRange(nullptr, start, size);
|
||||
}
|
||||
}
|
||||
|
||||
activeShader->muLightIndex.Set(index);
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Apply State
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void FGLRenderState::ApplyState()
|
||||
{
|
||||
if (mRenderStyle != stRenderStyle)
|
||||
{
|
||||
ApplyBlendMode();
|
||||
stRenderStyle = mRenderStyle;
|
||||
}
|
||||
|
||||
if (mSplitEnabled != stSplitEnabled)
|
||||
{
|
||||
if (mSplitEnabled)
|
||||
{
|
||||
glEnable(GL_CLIP_DISTANCE3);
|
||||
glEnable(GL_CLIP_DISTANCE4);
|
||||
}
|
||||
else
|
||||
{
|
||||
glDisable(GL_CLIP_DISTANCE3);
|
||||
glDisable(GL_CLIP_DISTANCE4);
|
||||
}
|
||||
stSplitEnabled = mSplitEnabled;
|
||||
}
|
||||
|
||||
if (mMaterial.mChanged)
|
||||
{
|
||||
ApplyMaterial(mMaterial.mMaterial, mMaterial.mClampMode, mMaterial.mTranslation, mMaterial.mOverrideShader);
|
||||
mMaterial.mChanged = false;
|
||||
}
|
||||
|
||||
if (mBias.mChanged)
|
||||
{
|
||||
if (mBias.mFactor == 0 && mBias.mUnits == 0)
|
||||
{
|
||||
glDisable(GL_POLYGON_OFFSET_FILL);
|
||||
}
|
||||
else
|
||||
{
|
||||
glEnable(GL_POLYGON_OFFSET_FILL);
|
||||
}
|
||||
glPolygonOffset(mBias.mFactor, mBias.mUnits);
|
||||
mBias.mChanged = false;
|
||||
}
|
||||
}
|
||||
|
||||
void FGLRenderState::ApplyBuffers()
|
||||
{
|
||||
if (mVertexBuffer != mCurrentVertexBuffer || mVertexOffsets[0] != mCurrentVertexOffsets[0] || mVertexOffsets[1] != mCurrentVertexOffsets[1])
|
||||
{
|
||||
assert(mVertexBuffer != nullptr);
|
||||
static_cast<GLVertexBuffer*>(mVertexBuffer)->Bind(mVertexOffsets);
|
||||
mCurrentVertexBuffer = mVertexBuffer;
|
||||
mCurrentVertexOffsets[0] = mVertexOffsets[0];
|
||||
mCurrentVertexOffsets[1] = mVertexOffsets[1];
|
||||
}
|
||||
if (mIndexBuffer != mCurrentIndexBuffer)
|
||||
{
|
||||
if (mIndexBuffer) static_cast<GLIndexBuffer*>(mIndexBuffer)->Bind();
|
||||
mCurrentIndexBuffer = mIndexBuffer;
|
||||
}
|
||||
}
|
||||
|
||||
void FGLRenderState::Apply()
|
||||
{
|
||||
ApplyState();
|
||||
ApplyBuffers();
|
||||
ApplyShader();
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// Binds a texture to the renderer
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
void FGLRenderState::ApplyMaterial(FMaterial *mat, int clampmode, int translation, int overrideshader)
|
||||
{
|
||||
if (mat->Source()->isHardwareCanvas())
|
||||
{
|
||||
mTempTM = TM_OPAQUE;
|
||||
}
|
||||
else
|
||||
{
|
||||
mTempTM = TM_NORMAL;
|
||||
}
|
||||
auto tex = mat->Source();
|
||||
mEffectState = overrideshader >= 0 ? overrideshader : mat->GetShaderIndex();
|
||||
mShaderTimer = tex->GetShaderSpeed();
|
||||
SetSpecular(tex->GetGlossiness(), tex->GetSpecularLevel());
|
||||
if (tex->isHardwareCanvas()) static_cast<FCanvasTexture*>(tex->GetTexture())->NeedUpdate();
|
||||
|
||||
clampmode = tex->GetClampMode(clampmode);
|
||||
|
||||
// avoid rebinding the same texture multiple times.
|
||||
if (mat == lastMaterial && lastClamp == clampmode && translation == lastTranslation) return;
|
||||
lastMaterial = mat;
|
||||
lastClamp = clampmode;
|
||||
lastTranslation = translation;
|
||||
|
||||
int usebright = false;
|
||||
int maxbound = 0;
|
||||
|
||||
int numLayers = mat->NumLayers();
|
||||
MaterialLayerInfo* layer;
|
||||
auto base = static_cast<FHardwareTexture*>(mat->GetLayer(0, translation, &layer));
|
||||
|
||||
if (base->BindOrCreate(tex->GetTexture(), 0, clampmode, translation, layer->scaleFlags))
|
||||
{
|
||||
for (int i = 1; i<numLayers; i++)
|
||||
{
|
||||
auto systex = static_cast<FHardwareTexture*>(mat->GetLayer(i, 0, &layer));
|
||||
// fixme: Upscale flags must be disabled for certain layers.
|
||||
systex->BindOrCreate(layer->layerTexture, i, clampmode, 0, layer->scaleFlags);
|
||||
maxbound = i;
|
||||
}
|
||||
}
|
||||
// unbind everything from the last texture that's still active
|
||||
for (int i = maxbound + 1; i <= maxBoundMaterial; i++)
|
||||
{
|
||||
FHardwareTexture::Unbind(i);
|
||||
maxBoundMaterial = maxbound;
|
||||
}
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Apply blend mode from RenderStyle
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void FGLRenderState::ApplyBlendMode()
|
||||
{
|
||||
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 };
|
||||
static int renderops[] = { 0, GL_FUNC_ADD, GL_FUNC_SUBTRACT, GL_FUNC_REVERSE_SUBTRACT, -1, -1, -1, -1,
|
||||
-1, -1, -1, -1, -1, -1, -1, -1 };
|
||||
|
||||
int srcblend = blendstyles[mRenderStyle.SrcAlpha%STYLEALPHA_MAX];
|
||||
int dstblend = blendstyles[mRenderStyle.DestAlpha%STYLEALPHA_MAX];
|
||||
int blendequation = renderops[mRenderStyle.BlendOp & 15];
|
||||
|
||||
if (blendequation == -1) // This was a fuzz style.
|
||||
{
|
||||
srcblend = GL_DST_COLOR;
|
||||
dstblend = GL_ONE_MINUS_SRC_ALPHA;
|
||||
blendequation = GL_FUNC_ADD;
|
||||
}
|
||||
|
||||
// Checks must be disabled until all draw code has been converted.
|
||||
//if (srcblend != stSrcBlend || dstblend != stDstBlend)
|
||||
{
|
||||
stSrcBlend = srcblend;
|
||||
stDstBlend = dstblend;
|
||||
glBlendFunc(srcblend, dstblend);
|
||||
}
|
||||
//if (blendequation != stBlendEquation)
|
||||
{
|
||||
stBlendEquation = blendequation;
|
||||
glBlendEquation(blendequation);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// API dependent draw calls
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
static int dt2gl[] = { GL_POINTS, GL_LINES, GL_TRIANGLES, GL_TRIANGLE_FAN, GL_TRIANGLE_STRIP };
|
||||
|
||||
void FGLRenderState::Draw(int dt, int index, int count, bool apply)
|
||||
{
|
||||
if (apply)
|
||||
{
|
||||
Apply();
|
||||
}
|
||||
drawcalls.Clock();
|
||||
glDrawArrays(dt2gl[dt], index, count);
|
||||
drawcalls.Unclock();
|
||||
}
|
||||
|
||||
void FGLRenderState::DrawIndexed(int dt, int index, int count, bool apply)
|
||||
{
|
||||
if (apply)
|
||||
{
|
||||
Apply();
|
||||
}
|
||||
drawcalls.Clock();
|
||||
glDrawElements(dt2gl[dt], count, GL_UNSIGNED_INT, (void*)(intptr_t)(index * sizeof(uint32_t)));
|
||||
drawcalls.Unclock();
|
||||
}
|
||||
|
||||
void FGLRenderState::SetDepthMask(bool on)
|
||||
{
|
||||
glDepthMask(on);
|
||||
}
|
||||
|
||||
void FGLRenderState::SetDepthFunc(int func)
|
||||
{
|
||||
static int df2gl[] = { GL_LESS, GL_LEQUAL, GL_ALWAYS };
|
||||
glDepthFunc(df2gl[func]);
|
||||
}
|
||||
|
||||
void FGLRenderState::SetDepthRange(float min, float max)
|
||||
{
|
||||
glDepthRange(min, max);
|
||||
}
|
||||
|
||||
void FGLRenderState::SetColorMask(bool r, bool g, bool b, bool a)
|
||||
{
|
||||
glColorMask(r, g, b, a);
|
||||
}
|
||||
|
||||
void FGLRenderState::SetStencil(int offs, int op, int flags = -1)
|
||||
{
|
||||
static int op2gl[] = { GL_KEEP, GL_INCR, GL_DECR };
|
||||
|
||||
glStencilFunc(GL_EQUAL, screen->stencilValue + offs, ~0); // draw sky into stencil
|
||||
glStencilOp(GL_KEEP, GL_KEEP, op2gl[op]); // this stage doesn't modify the stencil
|
||||
|
||||
if (flags != -1)
|
||||
{
|
||||
bool cmon = !(flags & SF_ColorMaskOff);
|
||||
glColorMask(cmon, cmon, cmon, cmon); // don't write to the graphics buffer
|
||||
glDepthMask(!(flags & SF_DepthMaskOff));
|
||||
}
|
||||
}
|
||||
|
||||
void FGLRenderState::ToggleState(int state, bool on)
|
||||
{
|
||||
if (on)
|
||||
{
|
||||
glEnable(state);
|
||||
}
|
||||
else
|
||||
{
|
||||
glDisable(state);
|
||||
}
|
||||
}
|
||||
|
||||
void FGLRenderState::SetCulling(int mode)
|
||||
{
|
||||
if (mode != Cull_None)
|
||||
{
|
||||
glEnable(GL_CULL_FACE);
|
||||
glFrontFace(mode == Cull_CCW ? GL_CCW : GL_CW);
|
||||
}
|
||||
else
|
||||
{
|
||||
glDisable(GL_CULL_FACE);
|
||||
}
|
||||
}
|
||||
|
||||
void FGLRenderState::EnableClipDistance(int num, bool state)
|
||||
{
|
||||
// Update the viewpoint-related clip plane setting.
|
||||
if (!(gl.flags & RFL_NO_CLIP_PLANES))
|
||||
{
|
||||
ToggleState(GL_CLIP_DISTANCE0 + num, state);
|
||||
}
|
||||
}
|
||||
|
||||
void FGLRenderState::Clear(int targets)
|
||||
{
|
||||
// This always clears to default values.
|
||||
int gltarget = 0;
|
||||
if (targets & CT_Depth)
|
||||
{
|
||||
gltarget |= GL_DEPTH_BUFFER_BIT;
|
||||
glClearDepth(1);
|
||||
}
|
||||
if (targets & CT_Stencil)
|
||||
{
|
||||
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;
|
||||
}
|
||||
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue