Fixed a bugg with RenderState.
Renderstate now also handles the Frambuffer binding.
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@@ -2,6 +2,7 @@
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RenderState::RenderState()
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{
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}
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bool RenderState::Enable(GLenum GLEnable)
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@@ -30,12 +31,11 @@ bool RenderState::CullFace(GLenum GLCullFace)
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GLint a;
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glGetIntegerv(GL_CULL_FACE_MODE, &a);
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if(a == GL_BACK)
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if(a != GL_BACK)
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{
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//LOG_INFO("Setting Cullface to back, unessesary since this is already default.");
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glCullFace(GLCullFace);
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}
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m_preCullFace = a;
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glCullFace(GLCullFace);
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if (GLERROR("RenderState::CullFace"))
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{
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return false;
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@@ -62,20 +62,50 @@ bool RenderState::Clear(GLbitfield mask)
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return true;
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}
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bool RenderState::BindBuffer(GLint buffer)
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{
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glGetIntegerv(GL_FRAMEBUFFER_BINDING, &m_preBuffer);
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if (buffer == m_preBuffer)
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{
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return true;
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}
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glBindFramebuffer(GL_FRAMEBUFFER, buffer);
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if (GLERROR("RenderState::BindBuffer"))
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{
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printf("BufferID: %i\npreBufferID: %i\n", buffer, m_preBuffer);
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return false;
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}
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return true;
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}
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RenderState::~RenderState()
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{
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GLERROR("RenderState::~RenderState Pre");
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GLint n_buffer = -1;
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glGetIntegerv(GL_FRAMEBUFFER_BINDING, &n_buffer);
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//Set cullface to default
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glCullFace(m_preCullFace);
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if (glIsEnabled(GL_CULL_FACE)) {
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glCullFace(GL_BACK);
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}
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GLERROR("RenderState::~RenderState glCullFace");
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//Set color to default
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glClearColor(m_preClearColor[0], m_preClearColor[1], m_preClearColor[2], m_preClearColor[3]);
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GLERROR("RenderState::~RenderState glClearColor");
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//Disable Enables
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for (auto i : m_Enables)
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{
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glDisable(i);
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}
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GLERROR("RenderState::~RenderState glDisable");
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if(m_preBuffer != 0)
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{
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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m_Enables.clear();
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GLERROR("RenderState::~RenderState glBindFramebuffer");
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}
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