Panda3DS/src/core/renderer_gl/gl_state.cpp
2024-07-17 01:32:55 +03:00

100 lines
No EOL
2.1 KiB
C++

#include "renderer_gl/gl_state.hpp"
void GLStateManager::resetBlend() {
blendEnabled = false;
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() {
clearRed = 0.f;
clearBlue = 0.f;
clearGreen = 0.f;
clearAlpha = 1.f;
OpenGL::setClearColor(clearRed, clearBlue, clearGreen, clearAlpha);
}
void GLStateManager::resetClipping() {
// Disable all (supported) clip planes
enabledClipPlanes = 0;
for (int i = 0; i < clipPlaneCount; i++) {
OpenGL::disableClipPlane(i);
}
}
void GLStateManager::resetColourMask() {
redMask = greenMask = blueMask = alphaMask = true;
OpenGL::setColourMask(redMask, greenMask, blueMask, alphaMask);
}
void GLStateManager::resetDepth() {
depthEnabled = false;
depthMask = true;
depthFunc = GL_LESS;
OpenGL::disableDepth();
OpenGL::setDepthMask(true);
OpenGL::setDepthFunc(OpenGL::DepthFunc::Less);
}
void GLStateManager::resetScissor() {
scissorEnabled = false;
OpenGL::disableScissor();
OpenGL::setScissor(0, 0, 0, 0);
}
void GLStateManager::resetStencil() {
stencilEnabled = false;
stencilMask = 0xff;
OpenGL::disableStencil();
OpenGL::setStencilMask(0xff);
}
void GLStateManager::resetVAO() {
boundVAO = 0;
glBindVertexArray(0);
}
void GLStateManager::resetBuffers() {
boundVBO = 0;
boundUBO = 0;
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
}
void GLStateManager::resetProgram() {
currentProgram = 0;
glUseProgram(0);
}
void GLStateManager::reset() {
resetBlend();
resetClearing();
resetClipping();
resetColourMask();
resetDepth();
resetVAO();
resetBuffers();
resetProgram();
resetScissor();
resetStencil();
}