Files
axyz/src/Engine/Rendering/RenderState.cpp
T
2016-02-29 11:44:29 +01:00

165 lines
4.8 KiB
C++

#include "Rendering/RenderState.h"
bool RenderState::Enable(GLenum cap)
{
if (glIsEnabled(cap)) {
//LOG_WARNING("Trying to enable somthing that is already enabled.");
return false;
}
m_ResetFunctions.push_back(std::bind(glDisable, cap));
glEnable(cap);
return !GLERROR("Enable");
}
bool RenderState::Disable(GLenum cap)
{
if (!glIsEnabled(cap)) {
return false;
}
m_ResetFunctions.push_back(std::bind(glEnable, cap));
glDisable(cap);
return !GLERROR("Disable");
}
bool RenderState::CullFace(GLenum mode)
{
if (!glIsEnabled(GL_CULL_FACE)) {
LOG_ERROR("Setting GL_CULL_FACE without enabling it.");
return false;
}
GLint original;
glGetIntegerv(GL_CULL_FACE_MODE, &original);
m_ResetFunctions.push_back(std::bind(glCullFace, original));
glCullFace(mode);
return !GLERROR("CullFace");
}
bool RenderState::ClearColor(glm::vec4 color)
{
GLfloat original[4];
glGetFloatv(GL_COLOR_CLEAR_VALUE, &original[0]);
m_ResetFunctions.push_back(std::bind(glClearColor, original[0], original[1], original[2], original[3]));
glClearColor(color.r, color.g, color.b, color.a);
return !GLERROR("ClearColor");
}
bool RenderState::BindFramebuffer(GLint framebuffer)
{
GLint originalRead;
glGetIntegerv(GL_READ_FRAMEBUFFER_BINDING, &originalRead);
GLint originalDraw;
glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &originalDraw);
m_ResetFunctions.push_back([originalRead, originalDraw]() {
glBindFramebuffer(GL_READ_FRAMEBUFFER, originalRead);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, originalDraw);
});
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
return !GLERROR("BindBuffer");
}
bool RenderState::BlendEquation(GLenum mode)
{
GLint originalRGB;
glGetIntegerv(GL_BLEND_EQUATION_RGB, &originalRGB);
GLint originalAlpha;
glGetIntegerv(GL_BLEND_EQUATION_ALPHA, &originalAlpha);
m_ResetFunctions.push_back(std::bind(glBlendEquationSeparate, originalRGB, originalAlpha));
glBlendEquation(mode);
return !GLERROR("BlendEquation");
}
bool RenderState::BlendFunc(GLenum sfactor, GLenum dfactor)
{
GLint originalSrcRGB;
glGetIntegerv(GL_BLEND_SRC_RGB, &originalSrcRGB);
GLint originalSrcAlpha;
glGetIntegerv(GL_BLEND_SRC_ALPHA, &originalSrcAlpha);
GLint originalDestRGB;
glGetIntegerv(GL_BLEND_DST_RGB, &originalDestRGB);
GLint originalDestAlpha;
glGetIntegerv(GL_BLEND_DST_ALPHA, &originalDestAlpha);
m_ResetFunctions.push_back(std::bind(glBlendFuncSeparate, originalSrcRGB, originalSrcAlpha, originalDestRGB, originalDestAlpha));
glBlendFunc(sfactor, dfactor);
return !GLERROR("BlendFunc");
}
bool RenderState::StencilOp(GLenum sfail, GLenum dpfail, GLenum dppass)
{
GLint originalSFail;
glGetIntegerv(GL_STENCIL_FAIL, &originalSFail);
GLint originalDPFail;
glGetIntegerv(GL_STENCIL_PASS_DEPTH_FAIL, &originalDPFail);
GLint originalDPPass;
glGetIntegerv(GL_STENCIL_PASS_DEPTH_PASS, &originalDPPass);
m_ResetFunctions.push_back(std::bind(glStencilOp, originalSFail, originalDPFail, originalDPPass));
glStencilOp(sfail, dpfail, dppass);
return !GLERROR("StencilOp");
}
bool RenderState::StencilFunc(GLenum func, GLint ref, GLuint mask)
{
GLint originalFunc;
glGetIntegerv(GL_STENCIL_FUNC, &originalFunc);
GLint originalRef;
glGetIntegerv(GL_STENCIL_REF, &originalRef);
GLint originalMask;
glGetIntegerv(GL_STENCIL_VALUE_MASK, &originalMask);
m_ResetFunctions.push_back(std::bind(glStencilFunc, originalFunc, originalRef, originalMask));
glStencilFunc(func, ref, mask);
return !GLERROR("StencilFunc");
}
bool RenderState::StencilMask(GLuint mask)
{
GLint originalMask;
glGetIntegerv(GL_STENCIL_WRITEMASK, &originalMask);
m_ResetFunctions.push_back(std::bind(glStencilMask, mask));
glStencilMask(mask);
return !GLERROR("StencilMask");
}
bool RenderState::DepthMask(GLboolean flag)
{
GLboolean original;
glGetBooleanv(GL_DEPTH_WRITEMASK, &original);
m_ResetFunctions.push_back(std::bind(glDepthMask, original));
glDepthMask(flag);
return !GLERROR("DepthMask");
}
bool RenderState::DepthFunc(GLenum func)
{
GLint original;
glGetIntegerv(GL_DEPTH_FUNC, &original);
m_ResetFunctions.push_back(std::bind(glDepthFunc, original));
glDepthFunc(func);
return !GLERROR("DepthFunc");
}
bool RenderState::AlphaFunc(GLenum func, GLclampf thresholder)
{
GLint originalFunc;
glGetIntegerv(GL_ALPHA_TEST_FUNC, &originalFunc);
GLint originalRef;
glGetIntegerv(GL_ALPHA_TEST_REF, &originalRef);
m_ResetFunctions.push_back(std::bind(glAlphaFunc, originalFunc, originalRef));
glAlphaFunc(func, thresholder);
return !GLERROR("AlphaFunc");
}
RenderState::~RenderState()
{
for (auto& f : boost::adaptors::reverse(m_ResetFunctions)) {
f();
}
}