#include "Rendering/DrawFinalPassState.h" DrawFinalPassState::DrawFinalPassState(GLuint frameBuffer) { BindFramebuffer(frameBuffer); Enable(GL_BLEND); BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); Enable(GL_DEPTH_TEST); DepthMask(GL_TRUE); Enable(GL_CULL_FACE); // Enable(GL_STENCIL_TEST); // StencilFunc(GL_NOTEQUAL, 1, 0xFF); // StencilOp(GL_KEEP, GL_KEEP, GL_REPLACE); // StencilMask(0xFF); ClearColor(glm::vec4(0.f, 0.f, 0.f, 0.f)); } DrawFinalPassState::~DrawFinalPassState() { } DrawStencilState::DrawStencilState(GLuint frameBuffer) { BindFramebuffer(frameBuffer); Enable(GL_DEPTH_TEST); DepthMask(GL_TRUE); Enable(GL_CULL_FACE); ClearColor(glm::vec4(0.f)); } DrawStencilState::~DrawStencilState() { }