Merge remote-tracking branch 'origin/master' into Rendering
# Conflicts: # src/Engine/Editor/EditorSystem.cpp # src/Engine/Rendering/PickingPass.cpp # src/Game/Game.cpp
This commit is contained in:
@@ -4,7 +4,7 @@
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DrawScenePassState::DrawScenePassState()
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{
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GLERROR("---");
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BindBuffer(0);
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BindFramebuffer(0);
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GLERROR("---");
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Enable(GL_DEPTH_TEST);
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Enable(GL_CULL_FACE);
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@@ -69,29 +69,8 @@ void ImGuiRenderPass::Draw()
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ImDrawData* draw_data = ImGui::GetDrawData();
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// Backup GL state
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GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
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GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
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GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
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GLint last_element_array_buffer; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer);
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GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
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GLint last_blend_src; glGetIntegerv(GL_BLEND_SRC, &last_blend_src);
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GLint last_blend_dst; glGetIntegerv(GL_BLEND_DST, &last_blend_dst);
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GLint last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, &last_blend_equation_rgb);
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GLint last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, &last_blend_equation_alpha);
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GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
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GLboolean last_enable_blend = glIsEnabled(GL_BLEND);
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GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
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GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
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GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
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// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled
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glEnable(GL_BLEND);
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glBlendEquation(GL_FUNC_ADD);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glDisable(GL_CULL_FACE);
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glDisable(GL_DEPTH_TEST);
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glEnable(GL_SCISSOR_TEST);
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// Set up render state
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ImGuiRenderState state;
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glActiveTexture(GL_TEXTURE0);
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// Handle cases of screen coordinates != from framebuffer coordinates (e.g. retina displays)
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@@ -134,20 +113,6 @@ void ImGuiRenderPass::Draw()
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}
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}
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// Restore modified GL state
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glUseProgram(last_program);
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glBindTexture(GL_TEXTURE_2D, last_texture);
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glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer);
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glBindVertexArray(last_vertex_array);
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glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
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glBlendFunc(last_blend_src, last_blend_dst);
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if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND);
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if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE);
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if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST);
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if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
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glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
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// Start next frame
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newFrame();
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}
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@@ -48,26 +48,31 @@ void PickingPass::Draw(RenderQueueCollection& rq)
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m_PickingColorsToEntity.clear();
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PickingPassState* state = new PickingPassState(m_PickingBuffer.GetHandle());
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int r = 1;
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int r = 0;
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int g = 0;
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//TODO: Render: Add code for more jobs than modeljobs.
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GLuint ShaderHandle = m_PickingProgram->GetHandle();
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m_PickingProgram->Bind();
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std::map<EntityID, glm::vec2> entityColors;
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for (auto &job : rq.Forward) {
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auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
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if (modelJob) {
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//---------------
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//TODO: Renderer: IMPORTANT: Fixa detta så det inte loopar igenom listan varje frame.
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//---------------
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int pickColor[2] = { r, g };
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for (auto i : m_PickingColorsToEntity) {
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if (modelJob->Entity == i.second) {
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pickColor[0] = i.first.x;
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pickColor[1] = i.first.y;
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r -= 1;
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auto color = entityColors.find(modelJob->Entity);
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if (color != entityColors.end()) {
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pickColor[0] = color->second[0];
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pickColor[1] = color->second[1];
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} else {
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entityColors[modelJob->Entity] = glm::vec2(pickColor[0], pickColor[1]);
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if (r + 10 > 255) {
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r = 0;
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g += 1;
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} else {
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r += 1;
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}
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}
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m_PickingColorsToEntity[glm::vec2(pickColor[0], pickColor[1])] = modelJob->Entity;
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@@ -78,11 +83,6 @@ void PickingPass::Draw(RenderQueueCollection& rq)
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glBindVertexArray(modelJob->Model->VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
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glDrawElementsBaseVertex(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, nullptr, modelJob->StartIndex);
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r += 1;
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if (r > 255) {
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r = 0;
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g += 1;
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}
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}
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}
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m_PickingBuffer.Unbind();
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@@ -101,6 +101,8 @@ void PickingPass::Draw(RenderQueueCollection& rq)
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&m_PickingColorsToEntity);*/
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//m_EventBroker->Publish(pickEvent);
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delete state;
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}
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void PickingPass::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const
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@@ -4,7 +4,7 @@
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PickingPassState::PickingPassState(GLuint frameBuffer)
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{
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GLERROR("---2");
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BindBuffer(frameBuffer);
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BindFramebuffer(frameBuffer);
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GLERROR("---3");
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Enable(GL_DEPTH_TEST);
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Enable(GL_CULL_FACE);
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@@ -1,110 +1,99 @@
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#include "Rendering/RenderState.h"
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RenderState::RenderState()
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bool RenderState::Enable(GLenum cap)
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{
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}
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bool RenderState::Enable(GLenum GLEnable)
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{
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if(glIsEnabled(GLEnable))
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{
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if (glIsEnabled(cap)) {
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return false;
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}
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m_Enables.push_back(GLEnable);
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glEnable(GLEnable);
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if (GLERROR("RenderState::Enable"))
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{
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return false;
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}
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return true;
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m_ResetFunctions.push_back(std::bind(glDisable, cap));
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glEnable(cap);
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return !GLERROR("RenderState::Enable");
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}
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bool RenderState::CullFace(GLenum GLCullFace)
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bool RenderState::Disable(GLenum cap)
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{
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if(!glIsEnabled(GL_CULL_FACE))
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{
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if (!glIsEnabled(cap)) {
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return false;
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}
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m_ResetFunctions.push_back(std::bind(glEnable, cap));
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glDisable(cap);
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return !GLERROR("RenderState::Disable");
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}
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bool RenderState::CullFace(GLenum mode)
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{
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if (!glIsEnabled(GL_CULL_FACE)) {
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LOG_ERROR("Setting GL_CULL_FACE without enabling it.");
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return false;
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}
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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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{
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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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if (GLERROR("RenderState::CullFace"))
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{
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return false;
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}
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return true;
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GLint original;
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glGetIntegerv(GL_CULL_FACE_MODE, &original);
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m_ResetFunctions.push_back(std::bind(glCullFace, original));
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glCullFace(mode);
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return !GLERROR("RenderState::CullFace");
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}
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bool RenderState::ClearColor(glm::vec4 color)
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{
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glGetFloatv(GL_COLOR_CLEAR_VALUE, &m_preClearColor[0]);
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GLfloat original[4];
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glGetFloatv(GL_COLOR_CLEAR_VALUE, &original[0]);
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m_ResetFunctions.push_back(std::bind(glClearColor, original[0], original[1], original[2], original[3]));
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glClearColor(color.r, color.g, color.b, color.a);
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if (GLERROR("RenderState::ClearColor")) {
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return false;
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}
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return true;
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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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if (GLERROR("RenderState::Clear")) {
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return false;
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}
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return true;
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return !GLERROR("RenderState::Clear");
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}
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bool RenderState::BindBuffer(GLint buffer)
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bool RenderState::BindFramebuffer(GLint framebuffer)
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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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GLint originalRead;
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glGetIntegerv(GL_READ_FRAMEBUFFER_BINDING, &originalRead);
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GLint originalDraw;
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glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &originalDraw);
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m_ResetFunctions.push_back([originalRead, originalDraw]() {
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glBindFramebuffer(GL_READ_FRAMEBUFFER, originalRead);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, originalDraw);
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});
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glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
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return !GLERROR("RenderState::BindBuffer");
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}
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bool RenderState::BlendEquation(GLenum mode)
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{
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GLint originalRGB;
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glGetIntegerv(GL_BLEND_EQUATION_RGB, &originalRGB);
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GLint originalAlpha;
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glGetIntegerv(GL_BLEND_EQUATION_ALPHA, &originalAlpha);
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m_ResetFunctions.push_back(std::bind(glBlendEquationSeparate, originalRGB, originalAlpha));
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glBlendEquation(mode);
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return !GLERROR("RenderState::BlendEquation");
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}
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bool RenderState::BlendFunc(GLenum sfactor, GLenum dfactor)
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{
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GLint originalSrcRGB;
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glGetIntegerv(GL_BLEND_SRC_RGB, &originalSrcRGB);
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GLint originalSrcAlpha;
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glGetIntegerv(GL_BLEND_SRC_ALPHA, &originalSrcAlpha);
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GLint originalDestRGB;
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glGetIntegerv(GL_BLEND_DST_RGB, &originalDestRGB);
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GLint originalDestAlpha;
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glGetIntegerv(GL_BLEND_DST_ALPHA, &originalDestAlpha);
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m_ResetFunctions.push_back(std::bind(glBlendFuncSeparate, originalSrcRGB, originalSrcAlpha, originalDestRGB, originalDestAlpha));
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glBlendFunc(sfactor, dfactor);
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return !GLERROR("RenderState::BlendFunc");
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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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if (glIsEnabled(GL_CULL_FACE)) {
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glCullFace(GL_BACK);
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for (auto& f : m_ResetFunctions) {
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f();
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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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@@ -101,8 +101,6 @@ void Renderer::Draw(RenderQueueCollection& rq)
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//CullLights();
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glClearColor(255.f / 255, 163.f / 255, 176.f / 255, 1.f);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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m_DrawScenePass->Draw(rq);
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GLERROR("Renderer::Draw m_DrawScenePass->Draw");
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