gfx: renderstate cleanup
parent
57e55fd8f6
commit
83464176bf
|
@ -382711,7 +382711,7 @@ renderstate_t renderstate() {
|
||||||
state.blend_dst = GL_ZERO;
|
state.blend_dst = GL_ZERO;
|
||||||
|
|
||||||
// Disable culling by default but cull back faces
|
// Disable culling by default but cull back faces
|
||||||
state.cull_face_enabled = GL_TRUE;
|
state.cull_face_enabled = GL_FALSE;
|
||||||
state.cull_face_mode = GL_BACK;
|
state.cull_face_mode = GL_BACK;
|
||||||
|
|
||||||
// Disable stencil test by default
|
// Disable stencil test by default
|
||||||
|
@ -384150,7 +384150,7 @@ void fullscreen_quad_rs_init() {
|
||||||
fullscreen_quad_rs.blend_enabled = true;
|
fullscreen_quad_rs.blend_enabled = true;
|
||||||
fullscreen_quad_rs.blend_src = GL_SRC_ALPHA;
|
fullscreen_quad_rs.blend_src = GL_SRC_ALPHA;
|
||||||
fullscreen_quad_rs.blend_dst = GL_ONE_MINUS_SRC_ALPHA;
|
fullscreen_quad_rs.blend_dst = GL_ONE_MINUS_SRC_ALPHA;
|
||||||
fullscreen_quad_rs.front_face = GL_CCW;
|
fullscreen_quad_rs.front_face = GL_CW;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -384689,9 +384689,9 @@ int skybox_push_state(skybox_t *sky, mat44 proj, mat44 view) {
|
||||||
|
|
||||||
do_once {
|
do_once {
|
||||||
skybox_rs = renderstate();
|
skybox_rs = renderstate();
|
||||||
skybox_rs.depth_test_enabled = 0;
|
skybox_rs.depth_test_enabled = 1;
|
||||||
skybox_rs.cull_face_enabled = 0;
|
skybox_rs.cull_face_enabled = 0;
|
||||||
skybox_rs.front_face = GL_CW;
|
skybox_rs.front_face = GL_CCW;
|
||||||
}
|
}
|
||||||
|
|
||||||
// we have to reset clear color here, because of wrong alpha compositing issues on native transparent windows otherwise
|
// we have to reset clear color here, because of wrong alpha compositing issues on native transparent windows otherwise
|
||||||
|
@ -385305,7 +385305,9 @@ bool postfx_end(postfx *fx) {
|
||||||
do_once {
|
do_once {
|
||||||
postfx_rs = renderstate();
|
postfx_rs = renderstate();
|
||||||
// disable depth test in 2d rendering
|
// disable depth test in 2d rendering
|
||||||
postfx_rs.depth_test_enabled = 0;
|
postfx_rs.depth_test_enabled = 1;
|
||||||
|
postfx_rs.cull_face_enabled = 0;
|
||||||
|
postfx_rs.front_face = GL_CCW;
|
||||||
}
|
}
|
||||||
|
|
||||||
// unbind postfx fbo
|
// unbind postfx fbo
|
||||||
|
@ -388819,15 +388821,23 @@ static void sprite_init() {
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
static renderstate_t sprite_rs;
|
||||||
|
|
||||||
void sprite_flush() {
|
void sprite_flush() {
|
||||||
|
do_once {
|
||||||
|
sprite_rs = renderstate();
|
||||||
|
sprite_rs.depth_test_enabled = 1;
|
||||||
|
sprite_rs.blend_enabled = 1;
|
||||||
|
sprite_rs.cull_face_enabled = 0;
|
||||||
|
sprite_rs.front_face = GL_CCW;
|
||||||
|
}
|
||||||
|
|
||||||
profile("Sprite.rebuild_time") {
|
profile("Sprite.rebuild_time") {
|
||||||
sprite_rebuild_meshes();
|
sprite_rebuild_meshes();
|
||||||
}
|
}
|
||||||
profile("Sprite.render_time") {
|
profile("Sprite.render_time") {
|
||||||
// setup rendering state
|
// setup rendering state
|
||||||
glEnable(GL_DEPTH_TEST);
|
renderstate_apply(&sprite_rs);
|
||||||
glEnable(GL_BLEND);
|
|
||||||
glDepthFunc(GL_LEQUAL); // try to help with zfighting
|
|
||||||
|
|
||||||
// 3d
|
// 3d
|
||||||
mat44 mvp3d; multiply44x2(mvp3d, camera_get_active()->proj, camera_get_active()->view);
|
mat44 mvp3d; multiply44x2(mvp3d, camera_get_active()->proj, camera_get_active()->view);
|
||||||
|
@ -388854,10 +388864,7 @@ void sprite_flush() {
|
||||||
sprite_render_meshes_group(&sprite_group[SPRITE_ADDITIVE], GL_SRC_ALPHA, GL_ONE, mvp2d );
|
sprite_render_meshes_group(&sprite_group[SPRITE_ADDITIVE], GL_SRC_ALPHA, GL_ONE, mvp2d );
|
||||||
|
|
||||||
// restore rendering state
|
// restore rendering state
|
||||||
glDisable(GL_DEPTH_TEST);
|
glUseProgram(0);
|
||||||
glDisable(GL_BLEND);
|
|
||||||
glDepthFunc(GL_LESS);
|
|
||||||
shader_bind(0);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -77,7 +77,7 @@ renderstate_t renderstate() {
|
||||||
state.blend_dst = GL_ZERO;
|
state.blend_dst = GL_ZERO;
|
||||||
|
|
||||||
// Disable culling by default but cull back faces
|
// Disable culling by default but cull back faces
|
||||||
state.cull_face_enabled = GL_TRUE;
|
state.cull_face_enabled = GL_FALSE;
|
||||||
state.cull_face_mode = GL_BACK;
|
state.cull_face_mode = GL_BACK;
|
||||||
|
|
||||||
// Disable stencil test by default
|
// Disable stencil test by default
|
||||||
|
@ -1516,7 +1516,7 @@ void fullscreen_quad_rs_init() {
|
||||||
fullscreen_quad_rs.blend_enabled = true;
|
fullscreen_quad_rs.blend_enabled = true;
|
||||||
fullscreen_quad_rs.blend_src = GL_SRC_ALPHA;
|
fullscreen_quad_rs.blend_src = GL_SRC_ALPHA;
|
||||||
fullscreen_quad_rs.blend_dst = GL_ONE_MINUS_SRC_ALPHA;
|
fullscreen_quad_rs.blend_dst = GL_ONE_MINUS_SRC_ALPHA;
|
||||||
fullscreen_quad_rs.front_face = GL_CCW;
|
fullscreen_quad_rs.front_face = GL_CW;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -2055,9 +2055,9 @@ int skybox_push_state(skybox_t *sky, mat44 proj, mat44 view) {
|
||||||
|
|
||||||
do_once {
|
do_once {
|
||||||
skybox_rs = renderstate();
|
skybox_rs = renderstate();
|
||||||
skybox_rs.depth_test_enabled = 0;
|
skybox_rs.depth_test_enabled = 1;
|
||||||
skybox_rs.cull_face_enabled = 0;
|
skybox_rs.cull_face_enabled = 0;
|
||||||
skybox_rs.front_face = GL_CW;
|
skybox_rs.front_face = GL_CCW;
|
||||||
}
|
}
|
||||||
|
|
||||||
// we have to reset clear color here, because of wrong alpha compositing issues on native transparent windows otherwise
|
// we have to reset clear color here, because of wrong alpha compositing issues on native transparent windows otherwise
|
||||||
|
@ -2671,7 +2671,9 @@ bool postfx_end(postfx *fx) {
|
||||||
do_once {
|
do_once {
|
||||||
postfx_rs = renderstate();
|
postfx_rs = renderstate();
|
||||||
// disable depth test in 2d rendering
|
// disable depth test in 2d rendering
|
||||||
postfx_rs.depth_test_enabled = 0;
|
postfx_rs.depth_test_enabled = 1;
|
||||||
|
postfx_rs.cull_face_enabled = 0;
|
||||||
|
postfx_rs.front_face = GL_CCW;
|
||||||
}
|
}
|
||||||
|
|
||||||
// unbind postfx fbo
|
// unbind postfx fbo
|
||||||
|
|
|
@ -301,15 +301,23 @@ static void sprite_init() {
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
static renderstate_t sprite_rs;
|
||||||
|
|
||||||
void sprite_flush() {
|
void sprite_flush() {
|
||||||
|
do_once {
|
||||||
|
sprite_rs = renderstate();
|
||||||
|
sprite_rs.depth_test_enabled = 1;
|
||||||
|
sprite_rs.blend_enabled = 1;
|
||||||
|
sprite_rs.cull_face_enabled = 0;
|
||||||
|
sprite_rs.front_face = GL_CCW;
|
||||||
|
}
|
||||||
|
|
||||||
profile("Sprite.rebuild_time") {
|
profile("Sprite.rebuild_time") {
|
||||||
sprite_rebuild_meshes();
|
sprite_rebuild_meshes();
|
||||||
}
|
}
|
||||||
profile("Sprite.render_time") {
|
profile("Sprite.render_time") {
|
||||||
// setup rendering state
|
// setup rendering state
|
||||||
glEnable(GL_DEPTH_TEST);
|
renderstate_apply(&sprite_rs);
|
||||||
glEnable(GL_BLEND);
|
|
||||||
glDepthFunc(GL_LEQUAL); // try to help with zfighting
|
|
||||||
|
|
||||||
// 3d
|
// 3d
|
||||||
mat44 mvp3d; multiply44x2(mvp3d, camera_get_active()->proj, camera_get_active()->view);
|
mat44 mvp3d; multiply44x2(mvp3d, camera_get_active()->proj, camera_get_active()->view);
|
||||||
|
@ -336,10 +344,7 @@ void sprite_flush() {
|
||||||
sprite_render_meshes_group(&sprite_group[SPRITE_ADDITIVE], GL_SRC_ALPHA, GL_ONE, mvp2d );
|
sprite_render_meshes_group(&sprite_group[SPRITE_ADDITIVE], GL_SRC_ALPHA, GL_ONE, mvp2d );
|
||||||
|
|
||||||
// restore rendering state
|
// restore rendering state
|
||||||
glDisable(GL_DEPTH_TEST);
|
glUseProgram(0);
|
||||||
glDisable(GL_BLEND);
|
|
||||||
glDepthFunc(GL_LESS);
|
|
||||||
shader_bind(0);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
31
engine/v4k.c
31
engine/v4k.c
|
@ -17251,7 +17251,7 @@ renderstate_t renderstate() {
|
||||||
state.blend_dst = GL_ZERO;
|
state.blend_dst = GL_ZERO;
|
||||||
|
|
||||||
// Disable culling by default but cull back faces
|
// Disable culling by default but cull back faces
|
||||||
state.cull_face_enabled = GL_TRUE;
|
state.cull_face_enabled = GL_FALSE;
|
||||||
state.cull_face_mode = GL_BACK;
|
state.cull_face_mode = GL_BACK;
|
||||||
|
|
||||||
// Disable stencil test by default
|
// Disable stencil test by default
|
||||||
|
@ -18690,7 +18690,7 @@ void fullscreen_quad_rs_init() {
|
||||||
fullscreen_quad_rs.blend_enabled = true;
|
fullscreen_quad_rs.blend_enabled = true;
|
||||||
fullscreen_quad_rs.blend_src = GL_SRC_ALPHA;
|
fullscreen_quad_rs.blend_src = GL_SRC_ALPHA;
|
||||||
fullscreen_quad_rs.blend_dst = GL_ONE_MINUS_SRC_ALPHA;
|
fullscreen_quad_rs.blend_dst = GL_ONE_MINUS_SRC_ALPHA;
|
||||||
fullscreen_quad_rs.front_face = GL_CCW;
|
fullscreen_quad_rs.front_face = GL_CW;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -19229,9 +19229,9 @@ int skybox_push_state(skybox_t *sky, mat44 proj, mat44 view) {
|
||||||
|
|
||||||
do_once {
|
do_once {
|
||||||
skybox_rs = renderstate();
|
skybox_rs = renderstate();
|
||||||
skybox_rs.depth_test_enabled = 0;
|
skybox_rs.depth_test_enabled = 1;
|
||||||
skybox_rs.cull_face_enabled = 0;
|
skybox_rs.cull_face_enabled = 0;
|
||||||
skybox_rs.front_face = GL_CW;
|
skybox_rs.front_face = GL_CCW;
|
||||||
}
|
}
|
||||||
|
|
||||||
// we have to reset clear color here, because of wrong alpha compositing issues on native transparent windows otherwise
|
// we have to reset clear color here, because of wrong alpha compositing issues on native transparent windows otherwise
|
||||||
|
@ -19845,7 +19845,9 @@ bool postfx_end(postfx *fx) {
|
||||||
do_once {
|
do_once {
|
||||||
postfx_rs = renderstate();
|
postfx_rs = renderstate();
|
||||||
// disable depth test in 2d rendering
|
// disable depth test in 2d rendering
|
||||||
postfx_rs.depth_test_enabled = 0;
|
postfx_rs.depth_test_enabled = 1;
|
||||||
|
postfx_rs.cull_face_enabled = 0;
|
||||||
|
postfx_rs.front_face = GL_CCW;
|
||||||
}
|
}
|
||||||
|
|
||||||
// unbind postfx fbo
|
// unbind postfx fbo
|
||||||
|
@ -23359,15 +23361,23 @@ static void sprite_init() {
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
static renderstate_t sprite_rs;
|
||||||
|
|
||||||
void sprite_flush() {
|
void sprite_flush() {
|
||||||
|
do_once {
|
||||||
|
sprite_rs = renderstate();
|
||||||
|
sprite_rs.depth_test_enabled = 1;
|
||||||
|
sprite_rs.blend_enabled = 1;
|
||||||
|
sprite_rs.cull_face_enabled = 0;
|
||||||
|
sprite_rs.front_face = GL_CCW;
|
||||||
|
}
|
||||||
|
|
||||||
profile("Sprite.rebuild_time") {
|
profile("Sprite.rebuild_time") {
|
||||||
sprite_rebuild_meshes();
|
sprite_rebuild_meshes();
|
||||||
}
|
}
|
||||||
profile("Sprite.render_time") {
|
profile("Sprite.render_time") {
|
||||||
// setup rendering state
|
// setup rendering state
|
||||||
glEnable(GL_DEPTH_TEST);
|
renderstate_apply(&sprite_rs);
|
||||||
glEnable(GL_BLEND);
|
|
||||||
glDepthFunc(GL_LEQUAL); // try to help with zfighting
|
|
||||||
|
|
||||||
// 3d
|
// 3d
|
||||||
mat44 mvp3d; multiply44x2(mvp3d, camera_get_active()->proj, camera_get_active()->view);
|
mat44 mvp3d; multiply44x2(mvp3d, camera_get_active()->proj, camera_get_active()->view);
|
||||||
|
@ -23394,10 +23404,7 @@ void sprite_flush() {
|
||||||
sprite_render_meshes_group(&sprite_group[SPRITE_ADDITIVE], GL_SRC_ALPHA, GL_ONE, mvp2d );
|
sprite_render_meshes_group(&sprite_group[SPRITE_ADDITIVE], GL_SRC_ALPHA, GL_ONE, mvp2d );
|
||||||
|
|
||||||
// restore rendering state
|
// restore rendering state
|
||||||
glDisable(GL_DEPTH_TEST);
|
glUseProgram(0);
|
||||||
glDisable(GL_BLEND);
|
|
||||||
glDepthFunc(GL_LESS);
|
|
||||||
shader_bind(0);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
Loading…
Reference in New Issue