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Migrate OpenGL specific headers to renderer_gl
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a636a0d1da
commit
4864c51125
7 changed files with 7 additions and 14 deletions
53
src/core/renderer_gl/gl_state.cpp
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53
src/core/renderer_gl/gl_state.cpp
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@ -0,0 +1,53 @@
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#include "renderer_gl/gl_state.hpp"
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void GLStateManager::resetBlend() {
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blendEnabled = false;
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OpenGL::disableBlend();
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}
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void GLStateManager::resetColourMask() {
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redMask = greenMask = blueMask = alphaMask = true;
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OpenGL::setColourMask(redMask, greenMask, blueMask, alphaMask);
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}
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void GLStateManager::resetDepth() {
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depthEnabled = false;
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depthMask = true;
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depthFunc = GL_LESS;
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OpenGL::disableDepth();
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OpenGL::setDepthMask(true);
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OpenGL::setDepthFunc(OpenGL::DepthFunc::Less);
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}
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void GLStateManager::resetScissor() {
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scissorEnabled = false;
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OpenGL::disableScissor();
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OpenGL::setScissor(0, 0, 0, 0);
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}
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void GLStateManager::resetVAO() {
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boundVAO = 0;
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glBindVertexArray(0);
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}
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void GLStateManager::resetVBO() {
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boundVBO = 0;
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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}
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void GLStateManager::resetProgram() {
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currentProgram = 0;
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glUseProgram(0);
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}
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void GLStateManager::reset() {
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resetBlend();
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resetColourMask();
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resetDepth();
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resetVAO();
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resetVBO();
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resetProgram();
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resetScissor();
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}
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@ -607,6 +607,8 @@ void RendererGL::reset() {
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}
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void RendererGL::initGraphicsContext() {
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gl.reset();
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OpenGL::Shader vert(vertexShader, OpenGL::Vertex);
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OpenGL::Shader frag(fragmentShader, OpenGL::Fragment);
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triangleProgram.create({vert, frag});
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