Rendering pipeline fixes across the board and base work on refactored editor
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@@ -44,12 +44,6 @@ bool RenderState::ClearColor(glm::vec4 color)
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return !GLERROR("RenderState::ClearColor");
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}
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bool RenderState::Clear(GLbitfield mask)
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{
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glClear(mask);
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return !GLERROR("RenderState::Clear");
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}
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bool RenderState::BindFramebuffer(GLint framebuffer)
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{
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GLint originalRead;
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@@ -91,6 +85,15 @@ bool RenderState::BlendFunc(GLenum sfactor, GLenum dfactor)
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return !GLERROR("RenderState::BlendFunc");
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}
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bool RenderState::DepthMask(GLboolean flag)
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{
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GLboolean original;
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glGetBooleanv(GL_DEPTH_WRITEMASK, &original);
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m_ResetFunctions.push_back(std::bind(glDepthMask, original));
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glDepthMask(flag);
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return !GLERROR("RenderState::DepthMask");
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}
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RenderState::~RenderState()
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{
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for (auto& f : m_ResetFunctions) {
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