gfx: renderstate cleanup

main
Dominik Madarász 2024-04-15 13:37:34 +02:00
parent 57e55fd8f6
commit 83464176bf
4 changed files with 57 additions and 36 deletions

View File

@ -382711,7 +382711,7 @@ renderstate_t renderstate() {
state.blend_dst = GL_ZERO;
// 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;
// Disable stencil test by default
@ -384150,7 +384150,7 @@ void fullscreen_quad_rs_init() {
fullscreen_quad_rs.blend_enabled = true;
fullscreen_quad_rs.blend_src = GL_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 {
skybox_rs = renderstate();
skybox_rs.depth_test_enabled = 0;
skybox_rs.depth_test_enabled = 1;
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
@ -385305,7 +385305,9 @@ bool postfx_end(postfx *fx) {
do_once {
postfx_rs = renderstate();
// 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
@ -388819,15 +388821,23 @@ static void sprite_init() {
}
}
static renderstate_t sprite_rs;
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") {
sprite_rebuild_meshes();
}
profile("Sprite.render_time") {
// setup rendering state
glEnable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
glDepthFunc(GL_LEQUAL); // try to help with zfighting
renderstate_apply(&sprite_rs);
// 3d
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 );
// restore rendering state
glDisable(GL_DEPTH_TEST);
glDisable(GL_BLEND);
glDepthFunc(GL_LESS);
shader_bind(0);
glUseProgram(0);
}
}

View File

@ -77,7 +77,7 @@ renderstate_t renderstate() {
state.blend_dst = GL_ZERO;
// 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;
// Disable stencil test by default
@ -1516,7 +1516,7 @@ void fullscreen_quad_rs_init() {
fullscreen_quad_rs.blend_enabled = true;
fullscreen_quad_rs.blend_src = GL_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 {
skybox_rs = renderstate();
skybox_rs.depth_test_enabled = 0;
skybox_rs.depth_test_enabled = 1;
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
@ -2671,7 +2671,9 @@ bool postfx_end(postfx *fx) {
do_once {
postfx_rs = renderstate();
// 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

View File

@ -301,15 +301,23 @@ static void sprite_init() {
}
}
static renderstate_t sprite_rs;
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") {
sprite_rebuild_meshes();
}
profile("Sprite.render_time") {
// setup rendering state
glEnable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
glDepthFunc(GL_LEQUAL); // try to help with zfighting
renderstate_apply(&sprite_rs);
// 3d
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 );
// restore rendering state
glDisable(GL_DEPTH_TEST);
glDisable(GL_BLEND);
glDepthFunc(GL_LESS);
shader_bind(0);
glUseProgram(0);
}
}

View File

@ -17251,7 +17251,7 @@ renderstate_t renderstate() {
state.blend_dst = GL_ZERO;
// 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;
// Disable stencil test by default
@ -18690,7 +18690,7 @@ void fullscreen_quad_rs_init() {
fullscreen_quad_rs.blend_enabled = true;
fullscreen_quad_rs.blend_src = GL_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 {
skybox_rs = renderstate();
skybox_rs.depth_test_enabled = 0;
skybox_rs.depth_test_enabled = 1;
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
@ -19845,7 +19845,9 @@ bool postfx_end(postfx *fx) {
do_once {
postfx_rs = renderstate();
// 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
@ -23359,15 +23361,23 @@ static void sprite_init() {
}
}
static renderstate_t sprite_rs;
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") {
sprite_rebuild_meshes();
}
profile("Sprite.render_time") {
// setup rendering state
glEnable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
glDepthFunc(GL_LEQUAL); // try to help with zfighting
renderstate_apply(&sprite_rs);
// 3d
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 );
// restore rendering state
glDisable(GL_DEPTH_TEST);
glDisable(GL_BLEND);
glDepthFunc(GL_LESS);
shader_bind(0);
glUseProgram(0);
}
}