#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); Enable(GL_CULL_FACE); glDepthFunc(GL_LEQUAL); 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_STENCIL_TEST); StencilOp(GL_KEEP, GL_KEEP, GL_REPLACE); StencilFunc(GL_ALWAYS, 1, 0xFF); StencilMask(0xFF); Enable(GL_DEPTH_TEST); ClearColor(glm::vec4(0.f)); } DrawStencilState::~DrawStencilState() { }