diff --git a/include/renderer_gl/gl_state.hpp b/include/renderer_gl/gl_state.hpp index 69960f1e..e5591ea0 100644 --- a/include/renderer_gl/gl_state.hpp +++ b/include/renderer_gl/gl_state.hpp @@ -40,9 +40,13 @@ struct GLStateManager { GLuint boundVAO; GLuint boundVBO; GLuint currentProgram; + GLuint boundUBO; GLenum depthFunc; GLenum logicOp; + GLenum blendEquationRGB, blendEquationAlpha; + GLenum blendFuncSourceRGB, blendFuncSourceAlpha; + GLenum blendFuncDestRGB, blendFuncDestAlpha; void reset(); void resetBlend(); @@ -51,7 +55,7 @@ struct GLStateManager { void resetColourMask(); void resetDepth(); void resetVAO(); - void resetVBO(); + void resetBuffers(); void resetProgram(); void resetScissor(); void resetStencil(); @@ -183,6 +187,13 @@ struct GLStateManager { } } + void bindUBO(GLuint handle) { + if (boundUBO != handle) { + boundUBO = handle; + glBindBuffer(GL_UNIFORM_BUFFER, boundUBO); + } + } + void bindVAO(const OpenGL::VertexArray& vao) { bindVAO(vao.handle()); } void bindVBO(const OpenGL::VertexBuffer& vbo) { bindVBO(vbo.handle()); } void useProgram(const OpenGL::Program& program) { useProgram(program.handle()); } @@ -224,6 +235,41 @@ struct GLStateManager { } void setDepthFunc(OpenGL::DepthFunc func) { setDepthFunc(static_cast(func)); } + + // Counterpart to glBlendEquationSeparate + void setBlendEquation(GLenum modeRGB, GLenum modeAlpha) { + if (blendEquationRGB != modeRGB || blendEquationAlpha != modeAlpha) { + blendEquationRGB = modeRGB; + blendEquationAlpha = modeAlpha; + + glBlendEquationSeparate(modeRGB, modeAlpha); + } + } + + // Counterpart to glBlendFuncSeparate + void setBlendFunc(GLenum sourceRGB, GLenum destRGB, GLenum sourceAlpha, GLenum destAlpha) { + if (blendFuncSourceRGB != sourceRGB || blendFuncDestRGB != destRGB || blendFuncSourceAlpha != sourceAlpha || + blendFuncDestAlpha != destAlpha) { + + blendFuncSourceRGB = sourceRGB; + blendFuncDestRGB = destRGB; + blendFuncSourceAlpha = sourceAlpha; + blendFuncDestAlpha = destAlpha; + + glBlendFuncSeparate(sourceRGB, destRGB,sourceAlpha, destAlpha); + } + } + + // Counterpart to regular glBlendEquation + void setBlendEquation(GLenum mode) { setBlendEquation(mode, mode); } + + void setBlendEquation(OpenGL::BlendEquation modeRGB, OpenGL::BlendEquation modeAlpha) { + setBlendEquation(static_cast(modeRGB), static_cast(modeAlpha)); + } + + void setBlendEquation(OpenGL::BlendEquation mode) { + setBlendEquation(static_cast(mode)); + } }; static_assert(std::is_trivially_constructible(), "OpenGL State Manager class is not trivially constructible!"); diff --git a/src/core/renderer_gl/gl_state.cpp b/src/core/renderer_gl/gl_state.cpp index d2eec0d5..3d1c0681 100644 --- a/src/core/renderer_gl/gl_state.cpp +++ b/src/core/renderer_gl/gl_state.cpp @@ -5,9 +5,20 @@ void GLStateManager::resetBlend() { logicOpEnabled = false; logicOp = GL_COPY; + blendEquationRGB = GL_FUNC_ADD; + blendEquationAlpha = GL_FUNC_ADD; + + blendFuncSourceRGB = GL_SRC_COLOR; + blendFuncDestRGB = GL_DST_COLOR; + blendFuncSourceAlpha = GL_SRC_ALPHA; + blendFuncDestAlpha = GL_DST_ALPHA; + OpenGL::disableBlend(); OpenGL::disableLogicOp(); OpenGL::setLogicOp(GL_COPY); + + glBlendEquationSeparate(blendEquationRGB, blendEquationAlpha); + glBlendFuncSeparate(blendFuncSourceRGB, blendFuncDestRGB, blendFuncSourceAlpha, blendFuncDestAlpha); } void GLStateManager::resetClearing() { @@ -61,9 +72,12 @@ void GLStateManager::resetVAO() { glBindVertexArray(0); } -void GLStateManager::resetVBO() { +void GLStateManager::resetBuffers() { boundVBO = 0; + boundUBO = 0; + glBindBuffer(GL_ARRAY_BUFFER, 0); + glBindBuffer(GL_UNIFORM_BUFFER, 0); } void GLStateManager::resetProgram() { @@ -79,7 +93,7 @@ void GLStateManager::reset() { resetDepth(); resetVAO(); - resetVBO(); + resetBuffers(); resetProgram(); resetScissor(); resetStencil(); diff --git a/src/core/renderer_gl/renderer_gl.cpp b/src/core/renderer_gl/renderer_gl.cpp index 97b642c7..b9a2c7ae 100644 --- a/src/core/renderer_gl/renderer_gl.cpp +++ b/src/core/renderer_gl/renderer_gl.cpp @@ -229,8 +229,8 @@ void RendererGL::setupBlending() { OpenGL::setBlendColor(float(r) / 255.f, float(g) / 255.f, float(b) / 255.f, float(a) / 255.f); // Translate equations and funcs to their GL equivalents and set them - glBlendEquationSeparate(blendingEquations[rgbEquation], blendingEquations[alphaEquation]); - glBlendFuncSeparate(blendingFuncs[rgbSourceFunc], blendingFuncs[rgbDestFunc], blendingFuncs[alphaSourceFunc], blendingFuncs[alphaDestFunc]); + gl.setBlendEquation(blendingEquations[rgbEquation], blendingEquations[alphaEquation]); + gl.setBlendFunc(blendingFuncs[rgbSourceFunc], blendingFuncs[rgbDestFunc], blendingFuncs[alphaSourceFunc], blendingFuncs[alphaDestFunc]); } } @@ -821,7 +821,7 @@ OpenGL::Program& RendererGL::getSpecializedShader() { // Allocate memory for the program UBO glGenBuffers(1, &programEntry.uboBinding); - glBindBuffer(GL_UNIFORM_BUFFER, programEntry.uboBinding); + gl.bindUBO(programEntry.uboBinding); glBufferData(GL_UNIFORM_BUFFER, sizeof(PICA::FragmentUniforms), nullptr, GL_DYNAMIC_DRAW); // Set up the binding for our UBO. Sadly we can't specify it in the shader like normal people, @@ -869,7 +869,7 @@ OpenGL::Program& RendererGL::getSpecializedShader() { vec[3] = float((color >> 24) & 0xFF) / 255.0f; } - glBindBuffer(GL_UNIFORM_BUFFER, programEntry.uboBinding); + gl.bindUBO(programEntry.uboBinding); glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(PICA::FragmentUniforms), &uniforms); return program;