From d96294c74a62634e8bb69f2ff926d653fc81f36d Mon Sep 17 00:00:00 2001 From: korenkonder Date: Wed, 23 Apr 2025 23:55:50 +0300 Subject: [PATCH] Renamed `gl_state` to `gl_rend_state` --- src/DivaGL/DivaGL.vcxproj | 4 +- src/DivaGL/GL/array_buffer.cpp | 16 +- src/DivaGL/GL/element_array_buffer.cpp | 16 +- src/DivaGL/GL/shader_storage_buffer.cpp | 16 +- src/DivaGL/GL/uniform_buffer.cpp | 16 +- src/DivaGL/Glitter/file_reader.cpp | 14 +- src/DivaGL/Glitter/glitter.cpp | 10 +- src/DivaGL/Glitter/particle_manager.cpp | 18 +- src/DivaGL/Glitter/render_scene.cpp | 90 ++-- src/DivaGL/effect.cpp | 222 ++++---- src/DivaGL/gl_rend_state.cpp | 586 +++++++++++++++++++++ src/DivaGL/gl_rend_state.hpp | 149 ++++++ src/DivaGL/gl_state.cpp | 603 --------------------- src/DivaGL/gl_state.hpp | 151 ------ src/DivaGL/graphics/color_change_dw.cpp | 15 +- src/DivaGL/hook.cpp | 17 +- src/DivaGL/light_param.cpp | 6 +- src/DivaGL/mdl/disp_manager.cpp | 162 +++--- src/DivaGL/mdl/draw_object.cpp | 56 +- src/DivaGL/object.cpp | 22 +- src/DivaGL/render.cpp | 350 ++++++------- src/DivaGL/render_context.cpp | 22 +- src/DivaGL/render_manager.cpp | 666 ++++++++++++------------ src/DivaGL/render_texture.cpp | 36 +- src/DivaGL/render_texture.hpp | 4 +- src/DivaGL/renderer/dof.cpp | 130 ++--- src/DivaGL/renderer/fbo.cpp | 4 +- src/DivaGL/renderer/fbo.hpp | 4 +- src/DivaGL/renderer/transparency.cpp | 24 +- src/DivaGL/rob/rob.cpp | 2 +- src/DivaGL/screen_shot.cpp | 26 +- src/DivaGL/shader.cpp | 27 +- src/DivaGL/shader_ft.cpp | 2 +- src/DivaGL/shadow.cpp | 6 +- src/DivaGL/shared.cpp | 19 +- src/DivaGL/shared.hpp | 3 + src/DivaGL/sprite.cpp | 72 +-- src/DivaGL/texture.cpp | 15 +- 38 files changed, 1800 insertions(+), 1801 deletions(-) create mode 100644 src/DivaGL/gl_rend_state.cpp create mode 100644 src/DivaGL/gl_rend_state.hpp delete mode 100644 src/DivaGL/gl_state.cpp delete mode 100644 src/DivaGL/gl_state.hpp diff --git a/src/DivaGL/DivaGL.vcxproj b/src/DivaGL/DivaGL.vcxproj index 2010cc9..a715329 100644 --- a/src/DivaGL/DivaGL.vcxproj +++ b/src/DivaGL/DivaGL.vcxproj @@ -165,7 +165,7 @@ - + @@ -213,7 +213,7 @@ - + diff --git a/src/DivaGL/GL/array_buffer.cpp b/src/DivaGL/GL/array_buffer.cpp index 4428d8e..aa612d4 100644 --- a/src/DivaGL/GL/array_buffer.cpp +++ b/src/DivaGL/GL/array_buffer.cpp @@ -4,11 +4,11 @@ */ #include "array_buffer.hpp" -#include "../gl_state.hpp" +#include "../gl_rend_state.hpp" namespace GL { void ArrayBuffer::Bind(bool force) { - gl_state_bind_array_buffer(buffer, force); + gl_rend_state.bind_array_buffer(buffer, force); } void ArrayBuffer::Create(size_t size) { @@ -21,7 +21,7 @@ namespace GL { } else { glGenBuffers(1, &buffer); - gl_state_bind_array_buffer(buffer, true); + gl_rend_state.bind_array_buffer(buffer, true); if (DIVA_GL_VERSION_4_4) glBufferStorage(GL_ARRAY_BUFFER, (GLsizeiptr)size, 0, GL_DYNAMIC_STORAGE_BIT | GL_MAP_WRITE_BIT); @@ -41,7 +41,7 @@ namespace GL { } else { glGenBuffers(1, &buffer); - gl_state_bind_array_buffer(buffer, true); + gl_rend_state.bind_array_buffer(buffer, true); if (DIVA_GL_VERSION_4_4) glBufferStorage(GL_ARRAY_BUFFER, (GLsizeiptr)size, data, dynamic ? GL_DYNAMIC_STORAGE_BIT | GL_MAP_WRITE_BIT : 0); @@ -66,7 +66,7 @@ namespace GL { if (DIVA_GL_VERSION_4_5) data = glMapNamedBuffer(buffer, GL_WRITE_ONLY); else { - gl_state_bind_array_buffer(buffer); + gl_rend_state.bind_array_buffer(buffer); data = glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY); } @@ -77,7 +77,7 @@ namespace GL { glUnmapNamedBuffer(buffer); else { glUnmapBuffer(GL_ARRAY_BUFFER); - gl_state_bind_array_buffer(0); + gl_rend_state.bind_array_buffer(0); } return 0; } @@ -90,7 +90,7 @@ namespace GL { glUnmapNamedBuffer(buffer); else { glUnmapBuffer(GL_ARRAY_BUFFER); - gl_state_bind_array_buffer(0); + gl_rend_state.bind_array_buffer(0); } } @@ -101,7 +101,7 @@ namespace GL { if (DIVA_GL_VERSION_4_5) glNamedBufferSubData(buffer, (GLsizeiptr)offset, (GLsizeiptr)size, data); else { - gl_state_bind_array_buffer(buffer); + gl_rend_state.bind_array_buffer(buffer); glBufferSubData(GL_ARRAY_BUFFER, (GLsizeiptr)offset, (GLsizeiptr)size, data); } } diff --git a/src/DivaGL/GL/element_array_buffer.cpp b/src/DivaGL/GL/element_array_buffer.cpp index b3acd48..2660a24 100644 --- a/src/DivaGL/GL/element_array_buffer.cpp +++ b/src/DivaGL/GL/element_array_buffer.cpp @@ -4,11 +4,11 @@ */ #include "element_array_buffer.hpp" -#include "../gl_state.hpp" +#include "../gl_rend_state.hpp" namespace GL { void ElementArrayBuffer::Bind(bool force) { - gl_state_bind_element_array_buffer(buffer, force); + gl_rend_state.bind_element_array_buffer(buffer, force); } void ElementArrayBuffer::Create(size_t size) { @@ -21,7 +21,7 @@ namespace GL { } else { glGenBuffers(1, &buffer); - gl_state_bind_element_array_buffer(buffer, true); + gl_rend_state.bind_element_array_buffer(buffer, true); if (DIVA_GL_VERSION_4_4) glBufferStorage(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)size, 0, GL_DYNAMIC_STORAGE_BIT | GL_MAP_WRITE_BIT); @@ -41,7 +41,7 @@ namespace GL { } else { glGenBuffers(1, &buffer); - gl_state_bind_element_array_buffer(buffer, true); + gl_rend_state.bind_element_array_buffer(buffer, true); if (DIVA_GL_VERSION_4_4) glBufferStorage(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)size, data, dynamic ? GL_DYNAMIC_STORAGE_BIT | GL_MAP_WRITE_BIT : 0); @@ -66,7 +66,7 @@ namespace GL { if (DIVA_GL_VERSION_4_5) data = glMapNamedBuffer(buffer, GL_WRITE_ONLY); else { - gl_state_bind_element_array_buffer(buffer); + gl_rend_state.bind_element_array_buffer(buffer); data = glMapBuffer(GL_ELEMENT_ARRAY_BUFFER, GL_WRITE_ONLY); } @@ -77,7 +77,7 @@ namespace GL { glUnmapNamedBuffer(buffer); else { glUnmapBuffer(GL_ELEMENT_ARRAY_BUFFER); - gl_state_bind_element_array_buffer(0); + gl_rend_state.bind_element_array_buffer(0); } return 0; } @@ -90,7 +90,7 @@ namespace GL { glUnmapNamedBuffer(buffer); else { glUnmapBuffer(GL_ELEMENT_ARRAY_BUFFER); - gl_state_bind_element_array_buffer(0); + gl_rend_state.bind_element_array_buffer(0); } } @@ -101,7 +101,7 @@ namespace GL { if (DIVA_GL_VERSION_4_5) glNamedBufferSubData(buffer, (GLsizeiptr)offset, (GLsizeiptr)size, data); else { - gl_state_bind_element_array_buffer(buffer); + gl_rend_state.bind_element_array_buffer(buffer); glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)offset, (GLsizeiptr)size, data); } } diff --git a/src/DivaGL/GL/shader_storage_buffer.cpp b/src/DivaGL/GL/shader_storage_buffer.cpp index a709356..c909f27 100644 --- a/src/DivaGL/GL/shader_storage_buffer.cpp +++ b/src/DivaGL/GL/shader_storage_buffer.cpp @@ -4,11 +4,11 @@ */ #include "shader_storage_buffer.hpp" -#include "../gl_state.hpp" +#include "../gl_rend_state.hpp" namespace GL { void ShaderStorageBuffer::Bind(int32_t index, bool force) { - gl_state_bind_shader_storage_buffer_base(index, buffer, force); + gl_rend_state.bind_shader_storage_buffer_base(index, buffer, force); } void ShaderStorageBuffer::Create(size_t size) { @@ -21,7 +21,7 @@ namespace GL { } else { glGenBuffers(1, &buffer); - gl_state_bind_shader_storage_buffer(buffer, true); + gl_rend_state.bind_shader_storage_buffer(buffer, true); if (DIVA_GL_VERSION_4_4) glBufferStorage(GL_SHADER_STORAGE_BUFFER, (GLsizeiptr)size, 0, GL_DYNAMIC_STORAGE_BIT | GL_MAP_WRITE_BIT); @@ -41,7 +41,7 @@ namespace GL { } else { glGenBuffers(1, &buffer); - gl_state_bind_shader_storage_buffer(buffer, true); + gl_rend_state.bind_shader_storage_buffer(buffer, true); if (DIVA_GL_VERSION_4_4) glBufferStorage(GL_SHADER_STORAGE_BUFFER, (GLsizeiptr)size, data, dynamic ? GL_DYNAMIC_STORAGE_BIT | GL_MAP_WRITE_BIT : 0); @@ -66,7 +66,7 @@ namespace GL { if (DIVA_GL_VERSION_4_5) data = glMapNamedBuffer(buffer, GL_WRITE_ONLY); else { - gl_state_bind_shader_storage_buffer(buffer); + gl_rend_state.bind_shader_storage_buffer(buffer); data = glMapBuffer(GL_SHADER_STORAGE_BUFFER, GL_WRITE_ONLY); } @@ -77,7 +77,7 @@ namespace GL { glUnmapNamedBuffer(buffer); else { glUnmapBuffer(GL_SHADER_STORAGE_BUFFER); - gl_state_bind_shader_storage_buffer(0); + gl_rend_state.bind_shader_storage_buffer(0); } return 0; } @@ -90,7 +90,7 @@ namespace GL { glUnmapNamedBuffer(buffer); else { glUnmapBuffer(GL_SHADER_STORAGE_BUFFER); - gl_state_bind_shader_storage_buffer(0); + gl_rend_state.bind_shader_storage_buffer(0); } } @@ -101,7 +101,7 @@ namespace GL { if (DIVA_GL_VERSION_4_5) glNamedBufferSubData(buffer, (GLsizeiptr)offset, (GLsizeiptr)size, data); else { - gl_state_bind_shader_storage_buffer(buffer); + gl_rend_state.bind_shader_storage_buffer(buffer); glBufferSubData(GL_SHADER_STORAGE_BUFFER, (GLsizeiptr)offset, (GLsizeiptr)size, data); } } diff --git a/src/DivaGL/GL/uniform_buffer.cpp b/src/DivaGL/GL/uniform_buffer.cpp index 46b90a3..7da0f5e 100644 --- a/src/DivaGL/GL/uniform_buffer.cpp +++ b/src/DivaGL/GL/uniform_buffer.cpp @@ -4,11 +4,11 @@ */ #include "uniform_buffer.hpp" -#include "../gl_state.hpp" +#include "../gl_rend_state.hpp" namespace GL { void UniformBuffer::Bind(int32_t index, bool force) { - gl_state_bind_uniform_buffer_base(index, buffer, force); + gl_rend_state.bind_uniform_buffer_base(index, buffer, force); } void UniformBuffer::Create(size_t size) { @@ -21,7 +21,7 @@ namespace GL { } else { glGenBuffers(1, &buffer); - gl_state_bind_uniform_buffer(buffer, true); + gl_rend_state.bind_uniform_buffer(buffer, true); if (DIVA_GL_VERSION_4_4) glBufferStorage(GL_UNIFORM_BUFFER, (GLsizeiptr)size, 0, GL_DYNAMIC_STORAGE_BIT | GL_MAP_WRITE_BIT); @@ -41,7 +41,7 @@ namespace GL { } else { glGenBuffers(1, &buffer); - gl_state_bind_uniform_buffer(buffer, true); + gl_rend_state.bind_uniform_buffer(buffer, true); if (DIVA_GL_VERSION_4_4) glBufferStorage(GL_UNIFORM_BUFFER, (GLsizeiptr)size, data, dynamic ? GL_DYNAMIC_STORAGE_BIT | GL_MAP_WRITE_BIT : 0); @@ -66,7 +66,7 @@ namespace GL { if (DIVA_GL_VERSION_4_5) data = glMapNamedBuffer(buffer, GL_WRITE_ONLY); else { - gl_state_bind_uniform_buffer(buffer); + gl_rend_state.bind_uniform_buffer(buffer); data = glMapBuffer(GL_UNIFORM_BUFFER, GL_WRITE_ONLY); } @@ -77,7 +77,7 @@ namespace GL { glUnmapNamedBuffer(buffer); else { glUnmapBuffer(GL_UNIFORM_BUFFER); - gl_state_bind_uniform_buffer(0); + gl_rend_state.bind_uniform_buffer(0); } return 0; } @@ -90,7 +90,7 @@ namespace GL { glUnmapNamedBuffer(buffer); else { glUnmapBuffer(GL_UNIFORM_BUFFER); - gl_state_bind_uniform_buffer(0); + gl_rend_state.bind_uniform_buffer(0); } } @@ -101,7 +101,7 @@ namespace GL { if (DIVA_GL_VERSION_4_5) glNamedBufferSubData(buffer, (GLsizeiptr)offset, (GLsizeiptr)size, data); else { - gl_state_bind_uniform_buffer(buffer); + gl_rend_state.bind_uniform_buffer(buffer); glBufferSubData(GL_UNIFORM_BUFFER, (GLsizeiptr)offset, (GLsizeiptr)size, data); } } diff --git a/src/DivaGL/Glitter/file_reader.cpp b/src/DivaGL/Glitter/file_reader.cpp index ef7bcec..b695e44 100644 --- a/src/DivaGL/Glitter/file_reader.cpp +++ b/src/DivaGL/Glitter/file_reader.cpp @@ -8,7 +8,7 @@ #include "../../KKdLib/farc.hpp" #include "../rob/rob.hpp" #if SHARED_GLITTER_BUFFER -#include "../gl_state.hpp" +#include "../gl_rend_state.hpp" #endif namespace Glitter { @@ -151,10 +151,10 @@ namespace Glitter { k->buffer = buffer; glGenVertexArrays(1, &k->vao); - gl_state_bind_vertex_array(k->vao, true); - gl_state_bind_array_buffer(vbo, true); + gl_rend_state.bind_vertex_array(k->vao, true); + gl_rend_state.bind_array_buffer(vbo, true); if (k->data.type == PARTICLE_QUAD) - gl_state_bind_element_array_buffer(ebo, true); + gl_rend_state.bind_element_array_buffer(ebo, true); glEnableVertexAttribArray(0); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, buffer_size, @@ -174,9 +174,9 @@ namespace Glitter { } } - gl_state_bind_array_buffer(0); - gl_state_bind_vertex_array(0); - gl_state_bind_element_array_buffer(0); + gl_rend_state.bind_array_buffer(0); + gl_rend_state.bind_vertex_array(0); + gl_rend_state.bind_element_array_buffer(0); } else { free_def(effect_group->buffer); diff --git a/src/DivaGL/Glitter/glitter.cpp b/src/DivaGL/Glitter/glitter.cpp index d8091ad..ee46528 100644 --- a/src/DivaGL/Glitter/glitter.cpp +++ b/src/DivaGL/Glitter/glitter.cpp @@ -4,7 +4,7 @@ */ #include "glitter.hpp" -#include "../gl_state.hpp" +#include "../gl_rend_state.hpp" #include "../wrap.hpp" #include @@ -21,7 +21,7 @@ namespace Glitter { buffer = (Buffer*)_operator_new(sizeof(Buffer) * max_count); glGenVertexArrays(1, &vao); - gl_state_bind_vertex_array(vao, true); + gl_rend_state.bind_vertex_array(vao, true); static const GLsizei buffer_size = sizeof(Buffer); @@ -54,10 +54,10 @@ namespace Glitter { glVertexAttribPointer(2, 4, GL_FLOAT, GL_FALSE, buffer_size, (void*)offsetof(Buffer, color)); - gl_state_bind_array_buffer(0); - gl_state_bind_vertex_array(0); + gl_rend_state.bind_array_buffer(0); + gl_rend_state.bind_vertex_array(0); if (is_quad) - gl_state_bind_element_array_buffer(0); + gl_rend_state.bind_element_array_buffer(0); } void DeleteBuffer(Buffer*& buffer, GLuint& vao, GL::ArrayBuffer& vbo, GL::ElementArrayBuffer& ebo) { diff --git a/src/DivaGL/Glitter/particle_manager.cpp b/src/DivaGL/Glitter/particle_manager.cpp index 1875520..7423ed1 100644 --- a/src/DivaGL/Glitter/particle_manager.cpp +++ b/src/DivaGL/Glitter/particle_manager.cpp @@ -4,7 +4,7 @@ */ #include "glitter.hpp" -#include "../gl_state.hpp" +#include "../gl_rend_state.hpp" #include namespace Glitter { @@ -28,10 +28,10 @@ namespace Glitter { if (i) i->Disp(disp_type); - gl_state_bind_vertex_array(0); - gl_state_disable_blend(); - gl_state_enable_cull_face(); - gl_state_disable_depth_test(); + gl_rend_state.bind_vertex_array(0); + gl_rend_state.disable_blend(); + gl_rend_state.enable_cull_face(); + gl_rend_state.disable_depth_test(); } GltParticleManagerX::GltParticleManagerX() : frame_rate(), @@ -270,10 +270,10 @@ namespace Glitter { if (i) i->Disp(disp_type); - gl_state_bind_vertex_array(0); - gl_state_disable_blend(); - gl_state_enable_cull_face(); - gl_state_disable_depth_test(); + gl_rend_state.bind_vertex_array(0); + gl_rend_state.disable_blend(); + gl_rend_state.enable_cull_face(); + gl_rend_state.disable_depth_test(); } void GltParticleManagerX::FreeEffects() { diff --git a/src/DivaGL/Glitter/render_scene.cpp b/src/DivaGL/Glitter/render_scene.cpp index 49b5f9b..cbbe651 100644 --- a/src/DivaGL/Glitter/render_scene.cpp +++ b/src/DivaGL/Glitter/render_scene.cpp @@ -4,7 +4,7 @@ */ #include "glitter.hpp" -#include "../gl_state.hpp" +#include "../gl_rend_state.hpp" #include "../render_context.hpp" #include "../shader_ft.hpp" #include "../wrap.hpp" @@ -137,8 +137,8 @@ namespace Glitter { break; } - gl_state_set_blend_func(blend_src, blend_dst); - gl_state_set_blend_equation(GL_FUNC_ADD); + gl_rend_state.set_blend_func(blend_src, blend_dst); + gl_rend_state.set_blend_equation(GL_FUNC_ADD); GLuint texture = rctx->empty_texture_2d->glid; GLuint mask_texture = rctx->empty_texture_2d->glid; @@ -170,8 +170,8 @@ namespace Glitter { uniform->arr[U_TEXTURE_BLEND] = 0; } - gl_state_active_bind_texture_2d(0, texture); - gl_state_active_bind_texture_2d(1, mask_texture); + gl_rend_state.active_bind_texture_2d(0, texture); + gl_rend_state.active_bind_texture_2d(1, mask_texture); switch (rend_group->type) { case PARTICLE_QUAD: @@ -187,55 +187,55 @@ namespace Glitter { break; } - gl_state_enable_depth_test(); + gl_rend_state.enable_depth_test(); if (alpha_test) { uniform->arr[U_ALPHA_TEST] = 1; rctx->set_batch_alpha_threshold(0.5f); uniform->arr[U_ALPHA_BLEND] = 1; - gl_state_set_depth_mask(GL_TRUE); - gl_state_disable_blend(); + gl_rend_state.set_depth_mask(GL_TRUE); + gl_rend_state.disable_blend(); } else if (rend_group->disp_type) { uniform->arr[U_ALPHA_TEST] = 0; uniform->arr[U_ALPHA_BLEND] = 2; - gl_state_set_depth_mask(GL_FALSE); - gl_state_enable_blend(); + gl_rend_state.set_depth_mask(GL_FALSE); + gl_rend_state.enable_blend(); } else { uniform->arr[U_ALPHA_TEST] = 0; uniform->arr[U_ALPHA_BLEND] = 0; - gl_state_set_depth_mask(GL_TRUE); - gl_state_disable_blend(); + gl_rend_state.set_depth_mask(GL_TRUE); + gl_rend_state.disable_blend(); } if (rend_group->draw_type == DIRECTION_BILLBOARD) { - gl_state_enable_cull_face(); - gl_state_set_cull_face_mode(GL_BACK); + gl_rend_state.enable_cull_face(); + gl_rend_state.set_cull_face_mode(GL_BACK); } else - gl_state_disable_cull_face(); + gl_rend_state.disable_cull_face(); break; case PARTICLE_LINE: uniform->arr[U_ALPHA_TEST] = 0; uniform->arr[U_ALPHA_BLEND] = 2; uniform->arr[U_FOG_STAGE] = 0; - gl_state_enable_depth_test(); - gl_state_set_depth_mask(GL_FALSE); - gl_state_enable_blend(); - gl_state_enable_cull_face(); - gl_state_set_cull_face_mode(GL_BACK); + gl_rend_state.enable_depth_test(); + gl_rend_state.set_depth_mask(GL_FALSE); + gl_rend_state.enable_blend(); + gl_rend_state.enable_cull_face(); + gl_rend_state.set_cull_face_mode(GL_BACK); break; case PARTICLE_LOCUS: uniform->arr[U_ALPHA_TEST] = 0; uniform->arr[U_ALPHA_BLEND] = 2; uniform->arr[U_FOG_STAGE] = 0; - gl_state_enable_depth_test(); - gl_state_set_depth_mask(GL_FALSE); - gl_state_enable_blend(); - gl_state_disable_cull_face(); + gl_rend_state.enable_depth_test(); + gl_rend_state.set_depth_mask(GL_FALSE); + gl_rend_state.enable_blend(); + gl_rend_state.disable_cull_face(); break; } @@ -244,18 +244,18 @@ namespace Glitter { rctx->glitter_batch_ubo.Bind(3); switch (rend_group->type) { case PARTICLE_QUAD: - gl_state_bind_vertex_array(rend_group->vao); + gl_rend_state.bind_vertex_array(rend_group->vao); shaders_ft.enable_primitive_restart(); shaders_ft.draw_elements(GL_TRIANGLE_STRIP, (GLsizei)(5 * rend_group->disp - 1), GL_UNSIGNED_INT, 0); shaders_ft.disable_primitive_restart(); break; case PARTICLE_LINE: - gl_state_bind_vertex_array(rend_group->vao); + gl_rend_state.bind_vertex_array(rend_group->vao); for (std::pair& i : *rend_group->draw_list) shaders_ft.draw_arrays(GL_LINE_STRIP, i.first, i.second); break; case PARTICLE_LOCUS: - gl_state_bind_vertex_array(rend_group->vao); + gl_rend_state.bind_vertex_array(rend_group->vao); for (std::pair& i : *rend_group->draw_list) shaders_ft.draw_arrays(GL_TRIANGLE_STRIP, i.first, i.second); break; @@ -1854,8 +1854,8 @@ namespace Glitter { break; } - gl_state_set_blend_func(blend_src, blend_dst); - gl_state_set_blend_equation(GL_FUNC_ADD); + gl_rend_state.set_blend_func(blend_src, blend_dst); + gl_rend_state.set_blend_equation(GL_FUNC_ADD); GLuint texture = rctx->empty_texture_2d->glid; GLuint mask_texture = rctx->empty_texture_2d->glid; @@ -1887,8 +1887,8 @@ namespace Glitter { uniform->arr[U_TEXTURE_BLEND] = 0; } - gl_state_active_bind_texture_2d(0, texture); - gl_state_active_bind_texture_2d(1, mask_texture); + gl_rend_state.active_bind_texture_2d(0, texture); + gl_rend_state.active_bind_texture_2d(1, mask_texture); switch (rend_group->fog_type) { default: @@ -1903,54 +1903,54 @@ namespace Glitter { } if (!(rend_group->flags & PARTICLE_DEPTH_TEST)) - gl_state_enable_depth_test(); + gl_rend_state.enable_depth_test(); else - gl_state_disable_depth_test(); + gl_rend_state.disable_depth_test(); if (alpha_test) { uniform->arr[U_ALPHA_TEST] = 1; rctx->set_batch_alpha_threshold(0.5f); uniform->arr[U_ALPHA_BLEND] = rend_group->disp_type ? 3 : 1; - gl_state_set_depth_mask(GL_TRUE); - gl_state_disable_blend(); + gl_rend_state.set_depth_mask(GL_TRUE); + gl_rend_state.disable_blend(); } else if (rend_group->disp_type) { uniform->arr[U_ALPHA_TEST] = 0; uniform->arr[U_ALPHA_BLEND] = 2; - gl_state_set_depth_mask(GL_FALSE); - gl_state_enable_blend(); + gl_rend_state.set_depth_mask(GL_FALSE); + gl_rend_state.enable_blend(); } else { uniform->arr[U_ALPHA_TEST] = 0; uniform->arr[U_ALPHA_BLEND] = 0; - gl_state_set_depth_mask(GL_TRUE); - gl_state_disable_blend(); + gl_rend_state.set_depth_mask(GL_TRUE); + gl_rend_state.disable_blend(); } if (rend_group->draw_type == DIRECTION_BILLBOARD && !rend_group->use_culling) { - gl_state_enable_cull_face(); - gl_state_set_cull_face_mode(GL_BACK); + gl_rend_state.enable_cull_face(); + gl_rend_state.set_cull_face_mode(GL_BACK); } else - gl_state_disable_cull_face(); + gl_rend_state.disable_cull_face(); shaders_ft.set(SHADER_FT_GLITTER_PT); rctx->set_glitter_render_data(); rctx->glitter_batch_ubo.Bind(3); switch (rend_group->type) { case PARTICLE_QUAD: - gl_state_bind_vertex_array(rend_group->vao); + gl_rend_state.bind_vertex_array(rend_group->vao); shaders_ft.enable_primitive_restart(); shaders_ft.draw_elements(GL_TRIANGLE_STRIP, (GLsizei)(5 * rend_group->disp - 1), GL_UNSIGNED_INT, 0); shaders_ft.disable_primitive_restart(); break; case PARTICLE_LINE: - gl_state_bind_vertex_array(rend_group->vao); + gl_rend_state.bind_vertex_array(rend_group->vao); for (std::pair& i : rend_group->draw_list) shaders_ft.draw_arrays(GL_LINE_STRIP, i.first, i.second); break; case PARTICLE_LOCUS: - gl_state_bind_vertex_array(rend_group->vao); + gl_rend_state.bind_vertex_array(rend_group->vao); for (std::pair& i : rend_group->draw_list) shaders_ft.draw_arrays(GL_TRIANGLE_STRIP, i.first, i.second); break; diff --git a/src/DivaGL/effect.cpp b/src/DivaGL/effect.cpp index f38cb2f..393d70d 100644 --- a/src/DivaGL/effect.cpp +++ b/src/DivaGL/effect.cpp @@ -14,7 +14,7 @@ #include "GL/uniform_buffer.hpp" #include "rob/rob.hpp" #include "auth_3d.hpp" -#include "gl_state.hpp" +#include "gl_rend_state.hpp" #include "render_context.hpp" #include "render_manager.hpp" #include "render_texture.hpp" @@ -438,7 +438,7 @@ struct EffectStorage { if (DIVA_GL_VERSION_4_3) ssbo.Bind(index, force); else - gl_state_bind_vertex_array(vao); + gl_rend_state.bind_vertex_array(vao); } void Create(size_t size, size_t count, const EffectStorageAttrib* attribs) { @@ -450,7 +450,7 @@ struct EffectStorage { return; glGenVertexArrays(1, &vao); - gl_state_bind_vertex_array(vao, true); + gl_rend_state.bind_vertex_array(vao, true); vbo.Create(size * count); vbo.Bind(true); @@ -464,8 +464,8 @@ struct EffectStorage { attrib++; } - gl_state_bind_array_buffer(0); - gl_state_bind_vertex_array(0); + gl_rend_state.bind_array_buffer(0); + gl_rend_state.bind_vertex_array(0); } void Create(size_t size, size_t count, const EffectStorageAttrib* attribs, @@ -478,7 +478,7 @@ struct EffectStorage { return; glGenVertexArrays(1, &vao); - gl_state_bind_vertex_array(vao, true); + gl_rend_state.bind_vertex_array(vao, true); vbo.Create(size * count, data, true); vbo.Bind(true); @@ -492,8 +492,8 @@ struct EffectStorage { attrib++; } - gl_state_bind_array_buffer(0); - gl_state_bind_vertex_array(0); + gl_rend_state.bind_array_buffer(0); + gl_rend_state.bind_vertex_array(0); } void Destroy() { @@ -683,12 +683,12 @@ void leaf_particle_draw() { &shader_data.g_lit_dir, &shader_data.g_lit_luce, 0, 0); leaf_particle_scene_ubo.WriteMemory(shader_data); - gl_state_active_bind_texture_2d(0, tex->glid); + gl_rend_state.active_bind_texture_2d(0, tex->glid); shaders_ft.set(SHADER_FT_LEAF_PT); leaf_particle_scene_ubo.Bind(0); - gl_state_bind_vertex_array(leaf_ptcl_vao); + gl_rend_state.bind_vertex_array(leaf_ptcl_vao); shaders_ft.draw_elements(GL_TRIANGLES, count / 4 * 6, GL_UNSIGNED_INT, 0); - gl_state_bind_vertex_array(0); + gl_rend_state.bind_vertex_array(0); } void rain_particle_draw() { @@ -722,11 +722,11 @@ void rain_particle_draw() { scene_shader_data.g_range_offset = { range_offset.x, range_offset.y, range_offset.z, 0.0f }; rain_particle_scene_ubo.WriteMemory(scene_shader_data); - gl_state_enable_blend(); - gl_state_set_blend_func(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - gl_state_enable_depth_test(); - gl_state_set_depth_mask(GL_FALSE); - gl_state_active_bind_texture_2d(0, tex->glid); + gl_rend_state.enable_blend(); + gl_rend_state.set_blend_func(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + gl_rend_state.enable_depth_test(); + gl_rend_state.set_depth_mask(GL_FALSE); + gl_rend_state.active_bind_texture_2d(0, tex->glid); shaders_ft.set(SHADER_FT_RAIN); float_t tangent_sign = -rain->psize.x; @@ -737,7 +737,7 @@ void rain_particle_draw() { vec4 color = rain->color; float_t color_a = color.w; - gl_state_bind_vertex_array(rctx->common_vao); + gl_rend_state.bind_vertex_array(rctx->common_vao); rain_particle_scene_ubo.Bind(0); rain_particle_batch_ubo.Bind(1); rain_storage.Bind(0); @@ -754,10 +754,10 @@ void rain_particle_draw() { rain_particle_batch_ubo.WriteMemory(batch_shader_data); rain_storage.Draw(GL_TRIANGLES, first, count); } - gl_state_bind_vertex_array(0); - gl_state_active_bind_texture_2d(0, 0); - gl_state_set_depth_mask(GL_TRUE); - gl_state_disable_blend(); + gl_rend_state.bind_vertex_array(0); + gl_rend_state.active_bind_texture_2d(0, 0); + gl_rend_state.set_depth_mask(GL_TRUE); + gl_rend_state.disable_blend(); } void particle_draw() { @@ -791,9 +791,9 @@ void particle_draw() { shaders_ft.set(SHADER_FT_PARTICL); particle_scene_ubo.Bind(0); - gl_state_bind_vertex_array(ptcl_vao); + gl_rend_state.bind_vertex_array(ptcl_vao); shaders_ft.draw_arrays(GL_TRIANGLES, 0, count); - gl_state_bind_vertex_array(0); + gl_rend_state.bind_vertex_array(0); } void snow_particle_draw() { @@ -807,10 +807,10 @@ void snow_particle_draw() { stage_param_data_snow* snow = stage_param_data_snow_current; draw_pass_set_camera(); - gl_state_enable_blend(); - gl_state_set_blend_func(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - gl_state_enable_depth_test(); - gl_state_set_depth_mask(GL_FALSE); + gl_rend_state.enable_blend(); + gl_rend_state.set_blend_func(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + gl_rend_state.enable_depth_test(); + gl_rend_state.set_depth_mask(GL_FALSE); float_t point_attenuation = powf(tanf((float_t)camera_data.fov * 0.5f * DEG_TO_RAD_FLOAT) * 3.4f, 2.0f) * 0.1f; @@ -843,9 +843,9 @@ void snow_particle_draw() { snow_batch.start_vertex_location.x = 0; snow_particle_batch_ubo.WriteMemory(snow_batch); - gl_state_active_bind_texture_2d(0, tex->glid); - gl_state_active_bind_texture_2d(1, render_get()->rend_texture[0].GetDepthTex()); - gl_state_bind_vertex_array(rctx->common_vao); + gl_rend_state.active_bind_texture_2d(0, tex->glid); + gl_rend_state.active_bind_texture_2d(1, render_get()->rend_texture[0].GetDepthTex()); + gl_rend_state.bind_vertex_array(rctx->common_vao); uniform->arr[U_SNOW_PARTICLE] = 0; shaders_ft.set(SHADER_FT_SNOW_PT); @@ -891,12 +891,12 @@ void snow_particle_draw() { first += count; } - gl_state_active_bind_texture_2d(1, 0); - gl_state_active_bind_texture_2d(0, 0); + gl_rend_state.active_bind_texture_2d(1, 0); + gl_rend_state.active_bind_texture_2d(0, 0); - gl_state_disable_depth_test(); - gl_state_set_depth_mask(GL_TRUE); - gl_state_disable_blend(); + gl_rend_state.disable_depth_test(); + gl_rend_state.set_depth_mask(GL_TRUE); + gl_rend_state.disable_blend(); } void star_catalog_draw() { @@ -1054,7 +1054,7 @@ HOOK(void, FASTCALL, leaf_particle_init, 0x000000014034C530, bool change_stage) leaf_ptcl_vbo.Create(buffer_size * leaf_ptcl_vtx_count); leaf_ptcl_vbo.Bind(); - gl_state_bind_vertex_array(leaf_ptcl_vao); + gl_rend_state.bind_vertex_array(leaf_ptcl_vao); glEnableVertexAttribArray(0); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, buffer_size, (void*)offsetof(leaf_particle_vertex_data, position)); @@ -1068,9 +1068,9 @@ HOOK(void, FASTCALL, leaf_particle_init, 0x000000014034C530, bool change_stage) leaf_ptcl_ebo.Create(sizeof(uint32_t) * ebo_count, ebo_data); leaf_ptcl_ebo.Bind(); - gl_state_bind_vertex_array(0); - gl_state_bind_array_buffer(0); - gl_state_bind_element_array_buffer(0); + gl_rend_state.bind_vertex_array(0); + gl_rend_state.bind_array_buffer(0); + gl_rend_state.bind_element_array_buffer(0); free_def(ebo_data); leaf_particle_scene_ubo.Create(sizeof(leaf_particle_scene_shader_data)); @@ -1121,7 +1121,7 @@ HOOK(void, FASTCALL, particle_init, 0x0000000140351C50, vec3* offset) { ptcl_vbo.Create(buffer_size * ptcl_vtx_count); ptcl_vbo.Bind(); - gl_state_bind_vertex_array(ptcl_vao); + gl_rend_state.bind_vertex_array(ptcl_vao); glEnableVertexAttribArray(0); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, buffer_size, (void*)offsetof(particle_vertex_data, position)); @@ -1135,8 +1135,8 @@ HOOK(void, FASTCALL, particle_init, 0x0000000140351C50, vec3* offset) { glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE, buffer_size, (void*)offsetof(particle_vertex_data, normal)); - gl_state_bind_vertex_array(0); - gl_state_bind_array_buffer(0); + gl_rend_state.bind_vertex_array(0); + gl_rend_state.bind_array_buffer(0); particle_scene_ubo.Create(sizeof(particle_scene_shader_data)); } @@ -1576,16 +1576,16 @@ void EffectFogRing::draw() { draw_state.set_fog_height(true); RenderTexture& rt = render_manager.get_render_texture(8); rt.Bind(); - gl_state_set_viewport(0, 0, + gl_rend_state.set_viewport(0, 0, rt.color_texture->get_width_align_mip_level(), rt.color_texture->get_height_align_mip_level()); glClearColorDLL(density_offset, density_offset, density_offset, 1.0f); glClearDLL(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); if (disp_manager->get_obj_count(mdl::OBJ_TYPE_USER)) disp_manager->draw(mdl::OBJ_TYPE_USER); - gl_state_bind_framebuffer(0); + gl_rend_state.bind_framebuffer(0); render_manager.set_effect_texture(rt.color_texture); - gl_state_get_error(); + gl_get_error_print(); } static void sub_1403B6F60(texture* a1, texture* a2, texture* a3, EffectRipple::Params& params) { @@ -1595,8 +1595,8 @@ static void sub_1403B6F60(texture* a1, texture* a2, texture* a3, EffectRipple::P int32_t width = a2->width; int32_t height = a2->height; - gl_state_rect viewport_rect = gl_state_get_viewport(); - gl_state_set_viewport(1, 1, width - 2, height - 2); + gl_rend_state_rect viewport_rect = gl_rend_state.get_viewport(); + gl_rend_state.set_viewport(1, 1, width - 2, height - 2); ripple_scene_shader_data ripple_scene = {}; ripple_scene.g_transform = { @@ -1610,18 +1610,18 @@ static void sub_1403B6F60(texture* a1, texture* a2, texture* a3, EffectRipple::P ripple_batch.g_params = { params.wake_attn, params.speed, params.field_8, params.field_C }; ripple_batch_ubo.WriteMemory(ripple_batch); - gl_state_bind_vertex_array(rctx->common_vao); + gl_rend_state.bind_vertex_array(rctx->common_vao); shaders_ft.set(SHADER_FT_RIPPLE); ripple_scene_ubo.Bind(0); ripple_batch_ubo.Bind(1); - gl_state_active_bind_texture_2d(0, a2->glid); - gl_state_active_bind_texture_2d(1, a3->glid); + gl_rend_state.active_bind_texture_2d(0, a2->glid); + gl_rend_state.active_bind_texture_2d(1, a3->glid); shaders_ft.draw_arrays(GL_TRIANGLE_STRIP, 0, 4); - gl_state_active_bind_texture_2d(1, 0); - gl_state_active_bind_texture_2d(0, 0); - gl_state_bind_vertex_array(0); + gl_rend_state.active_bind_texture_2d(1, 0); + gl_rend_state.active_bind_texture_2d(0, 0); + gl_rend_state.bind_vertex_array(0); - gl_state_set_viewport(viewport_rect); + gl_rend_state.set_viewport(viewport_rect); } static void sub_1403B6ED0(RenderTexture* a1, RenderTexture* a2, RenderTexture* a3, EffectRipple::Params& params) { @@ -1632,14 +1632,14 @@ static void sub_1403B6ED0(RenderTexture* a1, RenderTexture* a2, RenderTexture* a else uniform->arr[U_RIPPLE] = 0; sub_1403B6F60(a1->color_texture, a2->color_texture, a3->color_texture, params); - gl_state_bind_framebuffer(0); + gl_rend_state.bind_framebuffer(0); } void EffectRipple::draw() { if (!stage_set) return; - gl_state_disable_cull_face(); + gl_rend_state.disable_cull_face(); RenderTexture* rt[3]; for (int32_t i = 0, j = 2; i < 3; i++, j++) @@ -1653,22 +1653,22 @@ void EffectRipple::draw() { rt[(counter + 1) % 3]->Bind(); - gl_state_rect viewport_rect = gl_state_get_viewport(); + gl_rend_state_rect viewport_rect = gl_rend_state.get_viewport(); int32_t width = rt[0]->GetWidth(); int32_t height = rt[0]->GetHeight(); - gl_state_set_viewport(1, 1, width - 2, height - 2); + gl_rend_state.set_viewport(1, 1, width - 2, height - 2); draw_pass_set_camera(); glClearDLL(GL_DEPTH_BUFFER_BIT); if (disp_manager->get_obj_count(mdl::OBJ_TYPE_USER)) { - gl_state_active_bind_texture_2d(7, rt[counter % 3]->GetColorTex()); + gl_rend_state.active_bind_texture_2d(7, rt[counter % 3]->GetColorTex()); disp_manager->draw(mdl::OBJ_TYPE_USER); - gl_state_active_bind_texture_2d(7, 0); + gl_rend_state.active_bind_texture_2d(7, 0); } - gl_state_bind_framebuffer(0); + gl_rend_state.bind_framebuffer(0); params.field_8 = 0.0005f; params.field_C = 0.97f; @@ -1679,7 +1679,7 @@ void EffectRipple::draw() { sub_1403B6ED0(rt[(counter + 2) % 3], rt[(counter + 1) % 3], rt[counter % 3], params); - gl_state_set_viewport(viewport_rect); + gl_rend_state.set_viewport(viewport_rect); sub_1403584A0(rt[(counter + 2) % 3]); @@ -1695,7 +1695,7 @@ void EffectRipple::draw() { update = false; - gl_state_enable_cull_face(); + gl_rend_state.enable_cull_face(); } void EffectRipple::sub_1403584A0(RenderTexture* rt) { @@ -1710,7 +1710,7 @@ void EffectRipple::sub_1403584A0(RenderTexture* rt) { field_BB8.Bind(); image_filter_scale(&field_BB8, rt->color_texture); - gl_state_bind_framebuffer(0); + gl_rend_state.bind_framebuffer(0); } void star_catalog_milky_way::create_buffers(int32_t subdivs, float_t uv_rec_scale_u, float_t uv_rec_scale_v, @@ -1722,9 +1722,9 @@ void star_catalog_milky_way::create_buffers(int32_t subdivs, float_t uv_rec_scal const int32_t vtx_count = (subdivs - 1) * sectors_count + 2; restart_index = (uint16_t)0xFFFFFFFF; - gl_state_bind_vertex_array(0); - gl_state_bind_array_buffer(0); - gl_state_bind_element_array_buffer(0); + gl_rend_state.bind_vertex_array(0); + gl_rend_state.bind_array_buffer(0); + gl_rend_state.bind_element_array_buffer(0); const float_t rec_longitude_degs_10 = 1.0f / (float_t)longitude_degs_10; const float_t rec_latitude_degs_10 = 1.0f / (float_t)latitude_degs_10; @@ -1802,7 +1802,7 @@ void star_catalog_milky_way::create_buffers(int32_t subdivs, float_t uv_rec_scal vbo.Create((size_t)buffer_size * vtx_count, vtx_data); vbo.Bind(); - gl_state_bind_vertex_array(vao); + gl_rend_state.bind_vertex_array(vao); glEnableVertexAttribArray(0); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, buffer_size, (void*)offsetof(star_catalog_vertex, position)); @@ -1813,9 +1813,9 @@ void star_catalog_milky_way::create_buffers(int32_t subdivs, float_t uv_rec_scal ebo.Create(sizeof(uint16_t) * ebo_count, ebo_data); ebo.Bind(); - gl_state_bind_vertex_array(0); - gl_state_bind_array_buffer(0); - gl_state_bind_element_array_buffer(0); + gl_rend_state.bind_vertex_array(0); + gl_rend_state.bind_array_buffer(0); + gl_rend_state.bind_element_array_buffer(0); free_def(vtx_data); free_def(ebo_data); @@ -1891,27 +1891,27 @@ void star_catalog_milky_way::draw(const mat4& vp, const mat4& mat, texture* tex, scene_shader_data.g_transform[3] = temp.row3; scene_ubo.WriteMemory(scene_shader_data); - gl_state_enable_cull_face(); - gl_state_disable_blend(); - gl_state_set_depth_mask(GL_FALSE); - gl_state_active_bind_texture_2d(0, tex->glid); - gl_state_bind_sampler(0, star_sampler); - gl_state_enable_primitive_restart(); - gl_state_set_primitive_restart_index(restart_index); + gl_rend_state.enable_cull_face(); + gl_rend_state.disable_blend(); + gl_rend_state.set_depth_mask(GL_FALSE); + gl_rend_state.active_bind_texture_2d(0, tex->glid); + gl_rend_state.bind_sampler(0, star_sampler); + gl_rend_state.enable_primitive_restart(); + gl_rend_state.set_primitive_restart_index(restart_index); uniform->arr[U_STAR] = 1; shaders_ft.set(SHADER_FT_STAR); - gl_state_bind_vertex_array(vao); + gl_rend_state.bind_vertex_array(vao); scene_ubo.Bind(0); shaders_ft.draw_elements(GL_TRIANGLE_STRIP, idx_count, GL_UNSIGNED_SHORT, 0); - gl_state_bind_vertex_array(0); + gl_rend_state.bind_vertex_array(0); - gl_state_bind_sampler(0, 0); - gl_state_active_bind_texture_2d(0, 0); - gl_state_disable_primitive_restart(); - gl_state_set_depth_mask(GL_TRUE); - gl_state_enable_blend(); - gl_state_disable_cull_face(); + gl_rend_state.bind_sampler(0, 0); + gl_rend_state.active_bind_texture_2d(0, 0); + gl_rend_state.disable_primitive_restart(); + gl_rend_state.set_depth_mask(GL_TRUE); + gl_rend_state.enable_blend(); + gl_rend_state.disable_cull_face(); } @@ -1962,11 +1962,11 @@ void star_catalog::draw() { uniform->arr[U_STAR] = 0; shaders_ft.set(SHADER_FT_STAR); - gl_state_enable_blend(); - gl_state_set_blend_func(GL_ONE, GL_ONE); - gl_state_enable_depth_test(); - gl_state_set_depth_mask(false); - gl_state_bind_vertex_array(rctx->common_vao); + gl_rend_state.enable_blend(); + gl_rend_state.set_blend_func(GL_ONE, GL_ONE); + gl_rend_state.enable_depth_test(); + gl_rend_state.set_depth_mask(false); + gl_rend_state.bind_vertex_array(rctx->common_vao); for (int32_t i = 0; i < 2; i++) { stage_param_data_star_modifiers& modifiers = stage_param_data.modifiers[i]; @@ -1985,16 +1985,16 @@ void star_catalog::draw() { stars_batch_ubo.Bind(1); stars_storage.Bind(0); if (i) { - gl_state_active_bind_texture_2d(0, star_b_tex->glid); + gl_rend_state.active_bind_texture_2d(0, star_b_tex->glid); stars_storage.Draw(GL_TRIANGLES, 0, star_b_count * 6); } else { - gl_state_active_bind_texture_2d(0, star_tex->glid); + gl_rend_state.active_bind_texture_2d(0, star_tex->glid); stars_storage.Draw(GL_TRIANGLES, 0, star_count * 6); } } - gl_state_active_bind_texture_2d(0, 0); - gl_state_bind_vertex_array(0); + gl_rend_state.active_bind_texture_2d(0, 0); + gl_rend_state.bind_vertex_array(0); } @@ -2133,20 +2133,20 @@ void water_particle::draw(mat4* mat) { scene_shader_data.g_size_in_projection.w = 60.0; water_particle_scene_ubo.WriteMemory(scene_shader_data); - gl_state_disable_cull_face(); + gl_rend_state.disable_cull_face(); shaders_ft.set(SHADER_FT_W_PTCL); - gl_state_bind_vertex_array(rctx->common_vao); + gl_rend_state.bind_vertex_array(rctx->common_vao); water_particle_scene_ubo.Bind(0); storage.Bind(0); texture* tex = texture_manager_get_texture(splash_tex_id); if (tex) - gl_state_active_bind_texture_2d(0, tex->glid); + gl_rend_state.active_bind_texture_2d(0, tex->glid); storage.Draw(GL_TRIANGLES, 0, count * 6); - gl_state_bind_vertex_array(0); + gl_rend_state.bind_vertex_array(0); shader::unbind(); - gl_state_enable_cull_face(); + gl_rend_state.enable_cull_face(); } static void TaskEffectAuth3D__SetVisibility(size_t This, bool value) { @@ -2183,15 +2183,15 @@ static void draw_fog_particle(EffectFogRing* data, mat4* mat) { EffectStorage& storage = elem->second; shaders_ft.set(SHADER_FT_FOGPTCL); - gl_state_enable_blend(); + gl_rend_state.enable_blend(); texture* tex = texture_manager_get_texture(data->tex_id); if (tex) - gl_state_active_bind_texture_2d(0, tex->glid); - gl_state_bind_vertex_array(rctx->common_vao); + gl_rend_state.active_bind_texture_2d(0, tex->glid); + gl_rend_state.bind_vertex_array(rctx->common_vao); storage.Bind(0); storage.Draw(GL_TRIANGLES, 0, data->num_vtx); - gl_state_bind_vertex_array(0); - gl_state_disable_blend(); + gl_rend_state.bind_vertex_array(0); + gl_rend_state.disable_blend(); shader::unbind(); } @@ -2237,9 +2237,9 @@ static void draw_ripple_particles(ripple_struct* data, mat4* mat) { uniform->arr[U_RIPPLE] = data->ripple_uniform; uniform->arr[U_RIPPLE_EMIT] = data->ripple_emit_uniform; - gl_state_begin_event("EffectRipple::Impl::draw_ripple_particles"); - gl_state_set_color_mask(GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE); - gl_state_bind_vertex_array(rctx->common_vao); + gl_rend_state.begin_event("EffectRipple::Impl::draw_ripple_particles"); + gl_rend_state.set_color_mask(GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE); + gl_rend_state.bind_vertex_array(rctx->common_vao); shaders_ft.set(SHADER_FT_RIPEMIT); ripple_emit_scene_ubo.Bind(0); @@ -2248,9 +2248,9 @@ static void draw_ripple_particles(ripple_struct* data, mat4* mat) { shader::unbind(); - gl_state_bind_vertex_array(0); - gl_state_set_color_mask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); - gl_state_end_event(); + gl_rend_state.bind_vertex_array(0); + gl_rend_state.set_color_mask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); + gl_rend_state.end_event(); } static void draw_water_particle(water_particle* data, mat4* mat) { diff --git a/src/DivaGL/gl_rend_state.cpp b/src/DivaGL/gl_rend_state.cpp new file mode 100644 index 0000000..9726502 --- /dev/null +++ b/src/DivaGL/gl_rend_state.cpp @@ -0,0 +1,586 @@ +/* + by korenkonder + GitHub/GitLab: korenkonder +*/ + +#include "gl_rend_state.hpp" +#include "wrap.hpp" + +gl_rend_state_struct gl_rend_state; + +void gl_rend_state_struct::active_bind_texture_2d(int32_t index, GLuint texture, bool force) { + if (force || texture_binding_2d[index] != texture) { + if (force || active_texture_index != index) { + glActiveTexture((GLenum)(GL_TEXTURE0 + index)); + active_texture_index = (GLuint)index; + } + glBindTextureDLL(GL_TEXTURE_2D, texture); + texture_binding_2d[index] = texture; + } +} + +void gl_rend_state_struct::active_bind_texture_cube_map(int32_t index, GLuint texture, bool force) { + if (force || texture_binding_cube_map[index] != texture) { + if (force || active_texture_index != index) { + glActiveTexture((GLenum)(GL_TEXTURE0 + index)); + active_texture_index = (GLuint)index; + } + glBindTextureDLL(GL_TEXTURE_CUBE_MAP, texture); + texture_binding_cube_map[index] = texture; + } +} + +void gl_rend_state_struct::active_texture(size_t index, bool force) { + if (force || active_texture_index != index) { + glActiveTexture((GLenum)(GL_TEXTURE0 + index)); + active_texture_index = (GLuint)index; + } +} + +void gl_rend_state_struct::bind_framebuffer(GLuint framebuffer, bool force) { + if (force || framebuffer_binding != framebuffer + || read_framebuffer_binding != framebuffer + || draw_framebuffer_binding != framebuffer) { + glBindFramebuffer(GL_FRAMEBUFFER, framebuffer); + framebuffer_binding = framebuffer; + read_framebuffer_binding = framebuffer; + draw_framebuffer_binding = framebuffer; + } +} + +void gl_rend_state_struct::bind_read_framebuffer(GLuint framebuffer, bool force) { + if (force || read_framebuffer_binding != framebuffer) { + glBindFramebuffer(GL_READ_FRAMEBUFFER, framebuffer); + read_framebuffer_binding = framebuffer; + } +} + +void gl_rend_state_struct::bind_draw_framebuffer(GLuint framebuffer, bool force) { + if (force || draw_framebuffer_binding != framebuffer) { + glBindFramebuffer(GL_DRAW_FRAMEBUFFER, framebuffer); + draw_framebuffer_binding = framebuffer; + } +} + +void gl_rend_state_struct::bind_vertex_array(GLuint array, bool force) { + if (force || vertex_array_binding != array) { + glBindVertexArray(array); + vertex_array_binding = array; + } +} + +void gl_rend_state_struct::bind_array_buffer(GLuint buffer, bool force) { + if (force || array_buffer_binding != buffer) { + glBindBuffer(GL_ARRAY_BUFFER, buffer); + array_buffer_binding = buffer; + } +} + +void gl_rend_state_struct::bind_element_array_buffer(GLuint buffer, bool force) { + if (force || element_array_buffer_binding != buffer) { + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffer); + element_array_buffer_binding = buffer; + } +} + +void gl_rend_state_struct::bind_uniform_buffer(GLuint buffer, bool force) { + if (force || uniform_buffer_binding != buffer) { + glBindBuffer(GL_UNIFORM_BUFFER, buffer); + uniform_buffer_binding = buffer; + } +} + +void gl_rend_state_struct::bind_uniform_buffer_base(GLuint index, GLuint buffer, bool force) { + if (force || uniform_buffer_bindings[index] != buffer) { + glBindBufferBase(GL_UNIFORM_BUFFER, index, buffer); + uniform_buffer_binding = buffer; + uniform_buffer_bindings[index] = buffer; + uniform_buffer_offsets[index] = 0; + uniform_buffer_sizes[index] = -1; + } +} + +void gl_rend_state_struct::bind_uniform_buffer_range(GLuint index, + GLuint buffer, GLintptr offset, GLsizeiptr size, bool force) { + if (force || uniform_buffer_bindings[index] != buffer + || uniform_buffer_offsets[index] != offset + || uniform_buffer_sizes[index] != size) { + glBindBufferRange(GL_UNIFORM_BUFFER, index, buffer, offset, size); + uniform_buffer_binding = buffer; + uniform_buffer_bindings[index] = buffer; + uniform_buffer_offsets[index] = offset; + uniform_buffer_sizes[index] = size; + } +} + +void gl_rend_state_struct::bind_shader_storage_buffer(GLuint buffer, bool force) { + if (!DIVA_GL_VERSION_4_3) + return; + + if (force || shader_storage_buffer_binding != buffer) { + glBindBuffer(GL_SHADER_STORAGE_BUFFER, buffer); + shader_storage_buffer_binding = buffer; + } +} + +void gl_rend_state_struct::bind_shader_storage_buffer_base(GLuint index, GLuint buffer, bool force) { + if (!DIVA_GL_VERSION_4_3) + return; + + if (force || shader_storage_buffer_bindings[index] != buffer) { + glBindBufferBase(GL_SHADER_STORAGE_BUFFER, index, buffer); + shader_storage_buffer_binding = buffer; + shader_storage_buffer_bindings[index] = buffer; + shader_storage_buffer_offsets[index] = 0; + shader_storage_buffer_sizes[index] = -1; + } +} + +void gl_rend_state_struct::bind_shader_storage_buffer_range(GLuint index, + GLuint buffer, GLintptr offset, GLsizeiptr size, bool force) { + if (!DIVA_GL_VERSION_4_3) + return; + + if (force || shader_storage_buffer_bindings[index] != buffer + || shader_storage_buffer_offsets[index] != offset + || shader_storage_buffer_sizes[index] != size) { + glBindBufferRange(GL_SHADER_STORAGE_BUFFER, index, buffer, offset, size); + shader_storage_buffer_binding = buffer; + shader_storage_buffer_bindings[index] = buffer; + shader_storage_buffer_offsets[index] = offset; + shader_storage_buffer_sizes[index] = size; + } +} + +void gl_rend_state_struct::bind_texture_2d(GLuint texture, bool force) { + if (texture_binding_2d[active_texture_index] != texture) { + glBindTextureDLL(GL_TEXTURE_2D, texture); + texture_binding_2d[active_texture_index] = texture; + } +} + +void gl_rend_state_struct::bind_texture_cube_map(GLuint texture, bool force) { + if (force || texture_binding_cube_map[active_texture_index] != texture) { + glBindTextureDLL(GL_TEXTURE_CUBE_MAP, texture); + texture_binding_cube_map[active_texture_index] = texture; + } +} + +void gl_rend_state_struct::bind_sampler(int32_t index, GLuint sampler, bool force) { + if (force || sampler_binding[index] != sampler) { + glBindSampler(index, sampler); + sampler_binding[index] = sampler; + } +} + +bool gl_rend_state_struct::check_uniform_buffer_binding() { + return uniform_buffer_binding != 0; +} + +bool gl_rend_state_struct::check_uniform_buffer_binding_base(size_t index) { + return uniform_buffer_bindings[index] != 0; +} + +bool gl_rend_state_struct::check_texture_binding_2d(size_t index) { + return texture_binding_2d[index] != 0; +} + +bool gl_rend_state_struct::check_shader_storage_buffer_binding() { + return shader_storage_buffer_binding != 0; +} + +bool gl_rend_state_struct::check_shader_storage_buffer_binding_base(size_t index) { + return shader_storage_buffer_bindings[index] != 0; +} + +bool gl_rend_state_struct::check_texture_binding_cube_map(size_t index) { + return texture_binding_cube_map[index] != 0; +} + +bool gl_rend_state_struct::check_sampler_binding(int32_t index, GLuint sampler) { + return sampler_binding[index] != 0; +} + +void gl_rend_state_struct::disable_blend(bool force) { + if (force || blend) { + glDisableDLL(GL_BLEND); + blend = GL_FALSE; + } +} + +void gl_rend_state_struct::disable_cull_face(bool force) { + if (force || cull_face) { + glDisableDLL(GL_CULL_FACE); + cull_face = GL_FALSE; + } +} + +void gl_rend_state_struct::disable_depth_test(bool force) { + if (force || depth_test) { + glDisableDLL(GL_DEPTH_TEST); + depth_test = GL_FALSE; + } +} + +void gl_rend_state_struct::disable_multisample(bool force) { + if (force || multisample) { + glDisableDLL(GL_MULTISAMPLE); + multisample = GL_FALSE; + } +} + +void gl_rend_state_struct::disable_primitive_restart(bool force) { + if (force || primitive_restart) { + glDisableDLL(GL_PRIMITIVE_RESTART); + primitive_restart = GL_FALSE; + } +} + +void gl_rend_state_struct::disable_scissor_test(bool force) { + if (force || scissor_test) { + glDisableDLL(GL_SCISSOR_TEST); + scissor_test = GL_FALSE; + } +} + +void gl_rend_state_struct::disable_stencil_test(bool force) { + if (force || stencil_test) { + glDisableDLL(GL_STENCIL_TEST); + stencil_test = GL_FALSE; + } +} + +void gl_rend_state_struct::enable_blend(bool force) { + if (force || !blend) { + glEnableDLL(GL_BLEND); + blend = GL_TRUE; + } +} + +void gl_rend_state_struct::enable_cull_face(bool force) { + if (force || !cull_face) { + glEnableDLL(GL_CULL_FACE); + cull_face = GL_TRUE; + } +} + +void gl_rend_state_struct::enable_depth_test(bool force) { + if (force || !depth_test) { + glEnableDLL(GL_DEPTH_TEST); + depth_test = GL_TRUE; + } +} + +void gl_rend_state_struct::enable_multisample(bool force) { + if (force || !multisample) { + glEnableDLL(GL_MULTISAMPLE); + multisample = GL_TRUE; + } +} + +void gl_rend_state_struct::enable_primitive_restart(bool force) { + if (force || !primitive_restart) { + glEnableDLL(GL_PRIMITIVE_RESTART); + primitive_restart = GL_TRUE; + } +} + +void gl_rend_state_struct::enable_scissor_test(bool force) { + if (force || !scissor_test) { + glEnableDLL(GL_SCISSOR_TEST); + scissor_test = GL_TRUE; + } +} + +void gl_rend_state_struct::enable_stencil_test(bool force) { + if (force || !stencil_test) { + glEnableDLL(GL_STENCIL_TEST); + stencil_test = GL_TRUE; + } +} + +void gl_rend_state_struct::get() { + glGetIntegervDLL(GL_CURRENT_PROGRAM, (GLint*)&program); + GLenum active_texture = GL_TEXTURE0; + glGetIntegervDLL(GL_ACTIVE_TEXTURE, (GLint*)&active_texture); + active_texture_index = active_texture - GL_TEXTURE0; + + if (DIVA_GL_VERSION_4_5) { + for (GLuint i = 0; i < 32; i++) { + glGetIntegeri_v(GL_TEXTURE_BINDING_2D, i, &texture_binding_2d[i]); + glGetIntegeri_v(GL_TEXTURE_BINDING_CUBE_MAP, i, &texture_binding_cube_map[i]); + glGetIntegeri_v(GL_SAMPLER_BINDING, i, &sampler_binding[i]); + } + } + else { + for (GLuint i = 0; i < 32; i++) { + glActiveTexture((GLenum)(GL_TEXTURE0 + i)); + glGetIntegervDLL(GL_TEXTURE_BINDING_2D, &texture_binding_2d[i]); + glGetIntegervDLL(GL_TEXTURE_BINDING_CUBE_MAP, &texture_binding_cube_map[i]); + glGetIntegervDLL(GL_SAMPLER_BINDING, &sampler_binding[i]); + } + glActiveTexture(active_texture); + } + + glGetBooleanvDLL(GL_BLEND, &blend); + glGetIntegervDLL(GL_BLEND_SRC_RGB, (GLint*)&blend_src_rgb); + glGetIntegervDLL(GL_BLEND_SRC_ALPHA, (GLint*)&blend_src_alpha); + glGetIntegervDLL(GL_BLEND_DST_RGB, (GLint*)&blend_dst_rgb); + glGetIntegervDLL(GL_BLEND_DST_ALPHA, (GLint*)&blend_dst_alpha); + glGetIntegervDLL(GL_BLEND_EQUATION_RGB, (GLint*)&blend_mode_rgb); + glGetIntegervDLL(GL_BLEND_EQUATION_ALPHA, (GLint*)&blend_mode_alpha); + + glGetIntegervDLL(GL_FRAMEBUFFER_BINDING, (GLint*)&framebuffer_binding); + glGetIntegervDLL(GL_READ_FRAMEBUFFER_BINDING, (GLint*)&read_framebuffer_binding); + glGetIntegervDLL(GL_DRAW_FRAMEBUFFER_BINDING, (GLint*)&draw_framebuffer_binding); + glGetIntegervDLL(GL_VERTEX_ARRAY_BINDING, (GLint*)&vertex_array_binding); + glGetIntegervDLL(GL_ARRAY_BUFFER_BINDING, (GLint*)&array_buffer_binding); + glGetIntegervDLL(GL_ELEMENT_ARRAY_BUFFER_BINDING, (GLint*)&element_array_buffer_binding); + + glGetIntegervDLL(GL_UNIFORM_BUFFER_BINDING, (GLint*)&uniform_buffer_binding); + for (GLuint i = 0; i < 14; i++) { + glGetIntegeri_v(GL_UNIFORM_BUFFER_BINDING, i, (GLint*)&uniform_buffer_bindings[i]); + glGetInteger64i_v(GL_UNIFORM_BUFFER_START, i, (GLintptr*)&uniform_buffer_offsets[i]); + glGetInteger64i_v(GL_UNIFORM_BUFFER_SIZE, i, (GLsizeiptr*)&uniform_buffer_sizes[i]); + } + + if (DIVA_GL_VERSION_4_3) { + glGetIntegervDLL(GL_SHADER_STORAGE_BUFFER_BINDING, (GLint*)&shader_storage_buffer_binding); + for (GLuint i = 0; i < 14; i++) { + glGetIntegeri_v(GL_SHADER_STORAGE_BUFFER_BINDING, i, (GLint*)&shader_storage_buffer_bindings[i]); + glGetInteger64i_v(GL_SHADER_STORAGE_BUFFER_START, i, (GLintptr*)&shader_storage_buffer_offsets[i]); + glGetInteger64i_v(GL_SHADER_STORAGE_BUFFER_SIZE, i, (GLsizeiptr*)&shader_storage_buffer_sizes[i]); + } + } + + glGetBooleanvDLL(GL_COLOR_WRITEMASK, color_mask); + glGetBooleanvDLL(GL_CULL_FACE, &cull_face); + glGetIntegervDLL(GL_CULL_FACE_MODE, (GLint*)&cull_face_mode); + glGetBooleanvDLL(GL_DEPTH_TEST, &depth_test); + glGetIntegervDLL(GL_DEPTH_FUNC, (GLint*)&depth_func); + glGetBooleanvDLL(GL_DEPTH_WRITEMASK, &depth_mask); + glGetFloatvDLL(GL_LINE_WIDTH, &line_width); + glGetBooleanvDLL(GL_MULTISAMPLE, &multisample); + glGetBooleanvDLL(GL_PRIMITIVE_RESTART, &primitive_restart); + glGetIntegervDLL(GL_PRIMITIVE_RESTART_INDEX, (GLint*)&primitive_restart_index); + glGetIntegervDLL(GL_SCISSOR_BOX, (GLint*)&scissor_box); + glGetBooleanvDLL(GL_SCISSOR_TEST, &scissor_test); + glGetBooleanvDLL(GL_STENCIL_TEST, &stencil_test); + glGetIntegervDLL(GL_STENCIL_FUNC, (GLint*)&stencil_func); + glGetIntegervDLL(GL_STENCIL_VALUE_MASK, (GLint*)&stencil_value_mask); + glGetIntegervDLL(GL_STENCIL_FAIL, (GLint*)&stencil_fail); + glGetIntegervDLL(GL_STENCIL_PASS_DEPTH_FAIL, (GLint*)&stencil_dpfail); + glGetIntegervDLL(GL_STENCIL_PASS_DEPTH_PASS, (GLint*)&stencil_dppass); + glGetIntegervDLL(GL_STENCIL_REF, &stencil_ref); + glGetIntegervDLL(GL_STENCIL_WRITEMASK, (GLint*)&stencil_mask); + glGetIntegervDLL(GL_VIEWPORT, (GLint*)&viewport); + + glPolygonModeDLL(GL_FRONT_AND_BACK, GL_FILL); + polygon_mode = GL_FILL; +} + +GLuint gl_rend_state_struct::get_program() { + return program; +} + +gl_rend_state_rect gl_rend_state_struct::get_scissor() { + return scissor_box; +} + +void gl_rend_state_struct::get_scissor(GLint& x, GLint& y, GLsizei& width, GLsizei& height) { + x = scissor_box.x; + y = scissor_box.y; + width = scissor_box.width; + height = scissor_box.height; +} + +gl_rend_state_rect gl_rend_state_struct::get_viewport() { + return viewport; +} + +void gl_rend_state_struct::get_viewport(GLint& x, GLint& y, GLsizei& width, GLsizei& height) { + x = viewport.x; + y = viewport.y; + width = viewport.width; + height = viewport.height; +} + +void gl_rend_state_struct::set_blend_func(GLenum src, GLenum dst, bool force) { + if (force || blend_src_rgb != src || blend_dst_rgb != dst + || blend_src_alpha != GL_ONE || blend_dst_alpha != GL_ONE_MINUS_SRC_ALPHA) { + glBlendFuncSeparate(src, dst, GL_ONE, GL_ONE_MINUS_SRC_ALPHA); + blend_src_rgb = src; + blend_dst_rgb = dst; + blend_src_alpha = GL_ONE; + blend_dst_alpha = GL_ONE_MINUS_SRC_ALPHA; + } +} + +void gl_rend_state_struct::set_blend_func_separate(GLenum src_rgb, GLenum dst_rgb, + GLenum src_alpha, GLenum dst_alpha, bool force) { + if (force || blend_src_rgb != src_rgb || blend_dst_rgb != dst_rgb + || blend_src_alpha != src_alpha || blend_dst_alpha != dst_alpha) { + glBlendFuncSeparate(src_rgb, dst_rgb, src_alpha, dst_alpha); + blend_src_rgb = src_rgb; + blend_dst_rgb = dst_rgb; + blend_src_alpha = src_alpha; + blend_dst_alpha = dst_alpha; + } +} + +void gl_rend_state_struct::set_blend_equation(GLenum mode, bool force) { + if (force || blend_mode_rgb != mode || blend_mode_alpha != mode) { + glBlendEquationSeparate(mode, mode); + blend_mode_rgb = mode; + blend_mode_alpha = mode; + } +} + +void gl_rend_state_struct::set_blend_equation_separate(GLenum mode_rgb, GLenum mode_alpha, bool force) { + if (force || blend_mode_rgb != mode_rgb || blend_mode_alpha != mode_alpha) { + glBlendEquationSeparate(mode_rgb, mode_alpha); + blend_mode_rgb = mode_rgb; + blend_mode_alpha = mode_alpha; + } +} + +void gl_rend_state_struct::set_color_mask(GLboolean red, GLboolean green, + GLboolean blue, GLboolean alpha, bool force) { + if (force || color_mask[0] != red || color_mask[1] != green + || color_mask[2] != blue || color_mask[3] != alpha) { + glColorMaskDLL(red, green, blue, alpha); + color_mask[0] = red; + color_mask[1] = green; + color_mask[2] = blue; + color_mask[3] = alpha; + } +} + +void gl_rend_state_struct::set_cull_face_mode(GLenum mode, bool force) { + if (force || cull_face_mode != mode) { + glCullFaceDLL(mode); + cull_face_mode = mode; + } +} + +void gl_rend_state_struct::set_depth_func(GLenum func, bool force) { + if (force || depth_func != func) { + glDepthFuncDLL(func); + depth_func = func; + } +} + +void gl_rend_state_struct::set_depth_mask(GLboolean flag, bool force) { + if (force || depth_mask != flag) { + glDepthMaskDLL(flag); + depth_mask = flag; + } +} + +void gl_rend_state_struct::set_line_width(GLfloat width, bool force) { + if (force || line_width != width) { + glLineWidthDLL(width); + line_width = width; + } +} + +void gl_rend_state_struct::set_polygon_mode(GLenum face, GLenum mode, bool force) { + switch (face) { + case GL_FRONT: + if (force || polygon_mode != mode) { + glPolygonModeDLL(GL_FRONT, mode); + polygon_mode = mode; + } + break; + case GL_BACK: + if (force || polygon_mode != mode) { + glPolygonModeDLL(GL_BACK, mode); + polygon_mode = mode; + } + break; + case GL_FRONT_AND_BACK: + if (force || polygon_mode != mode) { + glPolygonModeDLL(GL_FRONT_AND_BACK, mode); + polygon_mode = mode; + polygon_mode = mode; + } + break; + } +} + +void gl_rend_state_struct::set_primitive_restart_index(GLuint index, bool force) { + if (force || primitive_restart_index != index) { + glPrimitiveRestartIndex(index); + primitive_restart_index = index; + } +} + +void gl_rend_state_struct::set_scissor(const gl_rend_state_rect& rect, bool force) { + if (force || scissor_box.x != rect.x || scissor_box.y != rect.y + || scissor_box.width != rect.width || scissor_box.height != rect.height) { + glScissorDLL(rect.x, rect.y, rect.width, rect.height); + scissor_box = rect; + } +} + +void gl_rend_state_struct::set_scissor(GLint x, GLint y, GLsizei width, GLsizei height, bool force) { + if (force || scissor_box.x != x || scissor_box.y != y + || scissor_box.width != width || scissor_box.height != height) { + glScissorDLL(x, y, width, height); + scissor_box.x = x; + scissor_box.y = y; + scissor_box.width = width; + scissor_box.height = height; + } +} + +void gl_rend_state_struct::set_stencil_func(GLenum func, GLint ref, GLuint mask, bool force) { + if (force || stencil_func != func || stencil_ref != ref || stencil_value_mask != mask) { + glStencilFuncSeparate(GL_FRONT_AND_BACK, func, ref, mask); + stencil_func = func; + stencil_ref = ref; + stencil_value_mask = mask; + } +} + +void gl_rend_state_struct::set_stencil_mask(GLuint mask, bool force) { + if (force || stencil_mask != mask) { + glStencilMaskSeparate(GL_FRONT_AND_BACK, mask); + stencil_mask = mask; + } +} + +void gl_rend_state_struct::set_stencil_op(GLenum sfail, GLenum dpfail, GLenum dppass, bool force) { + if (force || stencil_fail != sfail || stencil_dpfail != dpfail || stencil_dppass != dppass) { + glStencilOpSeparate(GL_FRONT_AND_BACK, sfail, dpfail, dppass); + stencil_fail = sfail; + stencil_dpfail = dpfail; + stencil_dppass = dppass; + } +} + +void gl_rend_state_struct::set_viewport(const gl_rend_state_rect& rect, bool force) { + if (force || viewport.x != rect.x || viewport.y != rect.y + || viewport.width != rect.width || viewport.height != rect.height) { + glViewportDLL(rect.x, rect.y, rect.width, rect.height); + viewport = rect; + } +} + +void gl_rend_state_struct::set_viewport(GLint x, GLint y, GLsizei width, GLsizei height, bool force) { + if (force || viewport.x != x || viewport.y != y + || viewport.width != width || viewport.height != height) { + glViewportDLL(x, y, width, height); + viewport.x = x; + viewport.y = y; + viewport.width = width; + viewport.height = height; + } +} + +void gl_rend_state_struct::use_program(GLuint program, bool force) { + if (force || this->program != program) { + glUseProgram(program); + this->program = program; + } +} diff --git a/src/DivaGL/gl_rend_state.hpp b/src/DivaGL/gl_rend_state.hpp new file mode 100644 index 0000000..e48c124 --- /dev/null +++ b/src/DivaGL/gl_rend_state.hpp @@ -0,0 +1,149 @@ +/* + by korenkonder + GitHub/GitLab: korenkonder +*/ + +#pragma once + +#include "../KKdLib/default.hpp" +#include "wrap.hpp" + +struct gl_rend_state_rect { + GLint x; + GLint y; + GLsizei width; + GLsizei height; +}; + +struct gl_rend_state_struct { + GLint program; + GLuint active_texture_index; + GLint texture_binding_2d[32]; + GLint texture_binding_cube_map[32]; + GLint sampler_binding[32]; + GLboolean blend; + GLenum blend_src_rgb; + GLenum blend_src_alpha; + GLenum blend_dst_rgb; + GLenum blend_dst_alpha; + GLenum blend_mode_rgb; + GLenum blend_mode_alpha; + GLuint framebuffer_binding; + GLuint read_framebuffer_binding; + GLuint draw_framebuffer_binding; + GLuint vertex_array_binding; + GLuint array_buffer_binding; + GLuint element_array_buffer_binding; + GLuint uniform_buffer_binding; + GLuint uniform_buffer_bindings[14]; + GLintptr uniform_buffer_offsets[14]; + GLsizeiptr uniform_buffer_sizes[14]; + GLuint shader_storage_buffer_binding; + GLuint shader_storage_buffer_bindings[14]; + GLintptr shader_storage_buffer_offsets[14]; + GLsizeiptr shader_storage_buffer_sizes[14]; + GLboolean color_mask[4]; + GLboolean cull_face; + GLenum cull_face_mode; + GLboolean depth_test; + GLenum depth_func; + GLboolean depth_mask; + GLfloat line_width; + GLenum polygon_mode; + GLboolean multisample; + GLboolean primitive_restart; + GLuint primitive_restart_index; + gl_rend_state_rect scissor_box; + GLboolean scissor_test; + GLboolean stencil_test; + GLenum stencil_func; + GLenum stencil_fail; + GLenum stencil_dpfail; + GLenum stencil_dppass; + GLuint stencil_mask; + GLint stencil_ref; + GLuint stencil_value_mask; + gl_rend_state_rect viewport; + + void active_bind_texture_2d(int32_t index, GLuint texture, bool force = false); + void active_bind_texture_cube_map(int32_t index, GLuint texture, bool force = false); + void active_texture(size_t index, bool force = false); + void bind_framebuffer(GLuint framebuffer, bool force = false); + void bind_read_framebuffer(GLuint framebuffer, bool force = false); + void bind_draw_framebuffer(GLuint framebuffer, bool force = false); + void bind_vertex_array(GLuint array, bool force = false); + void bind_array_buffer(GLuint buffer, bool force = false); + void bind_element_array_buffer(GLuint buffer, bool force = false); + void bind_uniform_buffer(GLuint buffer, bool force = false); + void bind_uniform_buffer_base(GLuint index, GLuint buffer, bool force = false); + void bind_uniform_buffer_range(GLuint index, + GLuint buffer, GLintptr offset, GLsizeiptr size, bool force = false); + void bind_shader_storage_buffer(GLuint buffer, bool force = false); + void bind_shader_storage_buffer_base(GLuint index, GLuint buffer, bool force = false); + void bind_shader_storage_buffer_range(GLuint index, + GLuint buffer, GLintptr offset, GLsizeiptr size, bool force = false); + void bind_texture_2d(GLuint texture, bool force = false); + void bind_texture_cube_map(GLuint texture, bool force = false); + void bind_sampler(int32_t index, GLuint sampler, bool force = false); + bool check_uniform_buffer_binding(); + bool check_uniform_buffer_binding_base(size_t index); + bool check_shader_storage_buffer_binding(); + bool check_shader_storage_buffer_binding_base(size_t index); + bool check_texture_binding_2d(size_t index); + bool check_texture_binding_cube_map(size_t index); + bool check_sampler_binding(int32_t index, GLuint sampler); + void disable_blend(bool force = false); + void disable_cull_face(bool force = false); + void disable_depth_test(bool force = false); + void disable_multisample(bool force = false); + void disable_primitive_restart(bool force = false); + void disable_scissor_test(bool force = false); + void disable_stencil_test(bool force = false); + void enable_blend(bool force = false); + void enable_cull_face(bool force = false); + void enable_depth_test(bool force = false); + void enable_multisample(bool force = false); + void enable_primitive_restart(bool force = false); + void enable_scissor_test(bool force = false); + void enable_stencil_test(bool force = false); + void get(); + GLuint get_program(); + gl_rend_state_rect get_scissor(); + void get_scissor(GLint& x, GLint& y, GLsizei& width, GLsizei& height); + gl_rend_state_rect get_viewport(); + void get_viewport(GLint& x, GLint& y, GLsizei& width, GLsizei& height); + void set_blend_func(GLenum src, GLenum dst, bool force = false); + void set_blend_func_separate(GLenum src_rgb, GLenum dst_rgb, + GLenum src_alpha, GLenum dst_alpha, bool force = false); + void set_blend_equation(GLenum mode, bool force = false); + void set_blend_equation_separate( + GLenum mode_rgb, GLenum mode_alpha, bool force = false); + void set_color_mask(GLboolean red, GLboolean green, + GLboolean blue, GLboolean alpha, bool force = false); + void set_cull_face_mode(GLenum mode, bool force = false); + void set_depth_func(GLenum func, bool force = false); + void set_depth_mask(GLboolean flag, bool force = false); + void set_line_width(GLfloat width, bool force = false); + void set_polygon_mode(GLenum face, GLenum mode, bool force = false); + void set_primitive_restart_index(GLuint index, bool force = false); + void set_scissor(const gl_rend_state_rect& rect, bool force = false); + void set_scissor(GLint x, GLint y, GLsizei width, GLsizei height, bool force = false); + void set_stencil_func(GLenum func, GLint ref, GLuint mask, bool force = false); + void set_stencil_mask(GLuint mask, bool force = false); + void set_stencil_op(GLenum sfail, GLenum dpfail, GLenum dppass, bool force = false); + void set_viewport(const gl_rend_state_rect& rect, bool force = false); + void set_viewport(GLint x, GLint y, GLsizei width, GLsizei height, bool force = false); + void use_program(GLuint program, bool force = false); + + template + inline void begin_event(const char(&str)[size]) { + glPushDebugGroup(GL_DEBUG_SOURCE_APPLICATION, 0, (GLsizei)(size - 1), str); + } + + inline void end_event() { + glPopDebugGroup(); + } + +}; + +extern gl_rend_state_struct gl_rend_state; diff --git a/src/DivaGL/gl_state.cpp b/src/DivaGL/gl_state.cpp deleted file mode 100644 index 9e7c45e..0000000 --- a/src/DivaGL/gl_state.cpp +++ /dev/null @@ -1,603 +0,0 @@ -/* - by korenkonder - GitHub/GitLab: korenkonder -*/ - -#include "gl_state.hpp" -#include "wrap.hpp" - -gl_state_struct gl_state; - -void gl_state_active_bind_texture_2d(int32_t index, GLuint texture, bool force) { - if (force || gl_state.texture_binding_2d[index] != texture) { - if (force || gl_state.active_texture_index != index) { - glActiveTexture((GLenum)(GL_TEXTURE0 + index)); - gl_state.active_texture = (GLenum)(GL_TEXTURE0 + index); - gl_state.active_texture_index = (GLuint)index; - } - glBindTextureDLL(GL_TEXTURE_2D, texture); - gl_state.texture_binding_2d[index] = texture; - } -} - -void gl_state_active_bind_texture_cube_map(int32_t index, GLuint texture, bool force) { - if (force || gl_state.texture_binding_cube_map[index] != texture) { - if (force || gl_state.active_texture_index != index) { - glActiveTexture((GLenum)(GL_TEXTURE0 + index)); - gl_state.active_texture = (GLenum)(GL_TEXTURE0 + index); - gl_state.active_texture_index = (GLuint)index; - } - glBindTextureDLL(GL_TEXTURE_CUBE_MAP, texture); - gl_state.texture_binding_cube_map[index] = texture; - } -} - -void gl_state_active_texture(size_t index, bool force) { - if (force || gl_state.active_texture_index != index) { - glActiveTexture((GLenum)(GL_TEXTURE0 + index)); - gl_state.active_texture = (GLenum)(GL_TEXTURE0 + index); - gl_state.active_texture_index = (GLuint)index; - } -} - -void gl_state_bind_framebuffer(GLuint framebuffer, bool force) { - if (force || gl_state.framebuffer_binding != framebuffer - || gl_state.read_framebuffer_binding != framebuffer - || gl_state.draw_framebuffer_binding != framebuffer) { - glBindFramebuffer(GL_FRAMEBUFFER, framebuffer); - gl_state.framebuffer_binding = framebuffer; - gl_state.read_framebuffer_binding = framebuffer; - gl_state.draw_framebuffer_binding = framebuffer; - } -} - -void gl_state_bind_read_framebuffer(GLuint framebuffer, bool force) { - if (force || gl_state.read_framebuffer_binding != framebuffer) { - glBindFramebuffer(GL_READ_FRAMEBUFFER, framebuffer); - gl_state.read_framebuffer_binding = framebuffer; - } -} - -void gl_state_bind_draw_framebuffer(GLuint framebuffer, bool force) { - if (force || gl_state.draw_framebuffer_binding != framebuffer) { - glBindFramebuffer(GL_DRAW_FRAMEBUFFER, framebuffer); - gl_state.draw_framebuffer_binding = framebuffer; - } -} - -void gl_state_bind_vertex_array(GLuint array, bool force) { - if (force || gl_state.vertex_array_binding != array) { - glBindVertexArray(array); - gl_state.vertex_array_binding = array; - } -} - -void gl_state_bind_array_buffer(GLuint buffer, bool force) { - if (force || gl_state.array_buffer_binding != buffer) { - glBindBuffer(GL_ARRAY_BUFFER, buffer); - gl_state.array_buffer_binding = buffer; - } -} - -void gl_state_bind_element_array_buffer(GLuint buffer, bool force) { - if (force || gl_state.element_array_buffer_binding != buffer) { - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffer); - gl_state.element_array_buffer_binding = buffer; - } -} - -void gl_state_bind_uniform_buffer(GLuint buffer, bool force) { - if (force || gl_state.uniform_buffer_binding != buffer) { - glBindBuffer(GL_UNIFORM_BUFFER, buffer); - gl_state.uniform_buffer_binding = buffer; - } -} - -void gl_state_bind_uniform_buffer_base(GLuint index, GLuint buffer, bool force) { - if (force || gl_state.uniform_buffer_bindings[index] != buffer) { - glBindBufferBase(GL_UNIFORM_BUFFER, index, buffer); - gl_state.uniform_buffer_binding = buffer; - gl_state.uniform_buffer_bindings[index] = buffer; - gl_state.uniform_buffer_offsets[index] = 0; - gl_state.uniform_buffer_sizes[index] = -1; - } -} - -void gl_state_bind_uniform_buffer_range(GLuint index, - GLuint buffer, GLintptr offset, GLsizeiptr size, bool force) { - if (force || gl_state.uniform_buffer_bindings[index] != buffer - || gl_state.uniform_buffer_offsets[index] != offset - || gl_state.uniform_buffer_sizes[index] != size) { - glBindBufferRange(GL_UNIFORM_BUFFER, index, buffer, offset, size); - gl_state.uniform_buffer_binding = buffer; - gl_state.uniform_buffer_bindings[index] = buffer; - gl_state.uniform_buffer_offsets[index] = offset; - gl_state.uniform_buffer_sizes[index] = size; - } -} - -void gl_state_bind_shader_storage_buffer(GLuint buffer, bool force) { - if (!DIVA_GL_VERSION_4_3) - return; - - if (force || gl_state.shader_storage_buffer_binding != buffer) { - glBindBuffer(GL_SHADER_STORAGE_BUFFER, buffer); - gl_state.shader_storage_buffer_binding = buffer; - } -} - -void gl_state_bind_shader_storage_buffer_base(GLuint index, GLuint buffer, bool force) { - if (!DIVA_GL_VERSION_4_3) - return; - - if (force || gl_state.shader_storage_buffer_bindings[index] != buffer) { - glBindBufferBase(GL_SHADER_STORAGE_BUFFER, index, buffer); - shader_storage_buffer_binding = buffer; - gl_state.shader_storage_buffer_bindings[index] = buffer; - gl_state.shader_storage_buffer_offsets[index] = 0; - gl_state.shader_storage_buffer_sizes[index] = -1; - } -} - -void gl_state_bind_shader_storage_buffer_range(GLuint index, - GLuint buffer, GLintptr offset, GLsizeiptr size, bool force) { - if (!DIVA_GL_VERSION_4_3) - return; - - if (force || gl_state.shader_storage_buffer_bindings[index] != buffer - || gl_state.shader_storage_buffer_offsets[index] != offset - || gl_state.shader_storage_buffer_sizes[index] != size) { - glBindBufferRange(GL_SHADER_STORAGE_BUFFER, index, buffer, offset, size); - shader_storage_buffer_binding = buffer; - gl_state.shader_storage_buffer_bindings[index] = buffer; - gl_state.shader_storage_buffer_offsets[index] = offset; - gl_state.shader_storage_buffer_sizes[index] = size; - } -} - -void gl_state_bind_texture_2d(GLuint texture, bool force) { - if (gl_state.texture_binding_2d[gl_state.active_texture_index] != texture) { - glBindTextureDLL(GL_TEXTURE_2D, texture); - gl_state.texture_binding_2d[gl_state.active_texture_index] = texture; - } -} - -void gl_state_bind_texture_cube_map(GLuint texture, bool force) { - if (force || gl_state.texture_binding_cube_map[gl_state.active_texture_index] != texture) { - glBindTextureDLL(GL_TEXTURE_CUBE_MAP, texture); - gl_state.texture_binding_cube_map[gl_state.active_texture_index] = texture; - } -} - -void gl_state_bind_sampler(int32_t index, GLuint sampler, bool force) { - if (force || gl_state.sampler_binding[index] != sampler) { - glBindSampler(index, sampler); - gl_state.sampler_binding[index] = sampler; - } -} - -bool gl_state_check_uniform_buffer_binding() { - return gl_state.uniform_buffer_binding != 0; -} - -bool gl_state_check_uniform_buffer_binding_base(size_t index) { - return gl_state.uniform_buffer_bindings[index] != 0; -} - -bool gl_state_check_texture_binding_2d(size_t index) { - return gl_state.texture_binding_2d[index] != 0; -} - -bool gl_state_check_shader_storage_buffer_binding() { - return gl_state.shader_storage_buffer_binding != 0; -} - -bool gl_state_check_shader_storage_buffer_binding_base(size_t index) { - return gl_state.shader_storage_buffer_bindings[index] != 0; -} - -bool gl_state_check_texture_binding_cube_map(size_t index) { - return gl_state.texture_binding_cube_map[index] != 0; -} - -bool gl_state_check_sampler_binding(int32_t index, GLuint sampler) { - return gl_state.sampler_binding[index] != 0; -} - -void gl_state_disable_blend(bool force) { - if (force || gl_state.blend) { - glDisableDLL(GL_BLEND); - gl_state.blend = GL_FALSE; - } -} - -void gl_state_disable_cull_face(bool force) { - if (force || gl_state.cull_face) { - glDisableDLL(GL_CULL_FACE); - gl_state.cull_face = GL_FALSE; - } -} - -void gl_state_disable_depth_test(bool force) { - if (force || gl_state.depth_test) { - glDisableDLL(GL_DEPTH_TEST); - gl_state.depth_test = GL_FALSE; - } -} - -void gl_state_disable_multisample(bool force) { - if (force || gl_state.multisample) { - glDisableDLL(GL_MULTISAMPLE); - gl_state.multisample = GL_FALSE; - } -} - -void gl_state_disable_primitive_restart(bool force) { - if (force || gl_state.primitive_restart) { - glDisableDLL(GL_PRIMITIVE_RESTART); - gl_state.primitive_restart = GL_FALSE; - } -} - -void gl_state_disable_scissor_test(bool force) { - if (force || gl_state.scissor_test) { - glDisableDLL(GL_SCISSOR_TEST); - gl_state.scissor_test = GL_FALSE; - } -} - -void gl_state_disable_stencil_test(bool force) { - if (force || gl_state.stencil_test) { - glDisableDLL(GL_STENCIL_TEST); - gl_state.stencil_test = GL_FALSE; - } -} - -void gl_state_enable_blend(bool force) { - if (force || !gl_state.blend) { - glEnableDLL(GL_BLEND); - gl_state.blend = GL_TRUE; - } -} - -void gl_state_enable_cull_face(bool force) { - if (force || !gl_state.cull_face) { - glEnableDLL(GL_CULL_FACE); - gl_state.cull_face = GL_TRUE; - } -} - -void gl_state_enable_depth_test(bool force) { - if (force || !gl_state.depth_test) { - glEnableDLL(GL_DEPTH_TEST); - gl_state.depth_test = GL_TRUE; - } -} - -void gl_state_enable_multisample(bool force) { - if (force || !gl_state.multisample) { - glEnableDLL(GL_MULTISAMPLE); - gl_state.multisample = GL_TRUE; - } -} - -void gl_state_enable_primitive_restart(bool force) { - if (force || !gl_state.primitive_restart) { - glEnableDLL(GL_PRIMITIVE_RESTART); - gl_state.primitive_restart = GL_TRUE; - } -} - -void gl_state_enable_scissor_test(bool force) { - if (force || !gl_state.scissor_test) { - glEnableDLL(GL_SCISSOR_TEST); - gl_state.scissor_test = GL_TRUE; - } -} - -void gl_state_enable_stencil_test(bool force) { - if (force || !gl_state.stencil_test) { - glEnableDLL(GL_STENCIL_TEST); - gl_state.stencil_test = GL_TRUE; - } -} - -void gl_state_get() { - glGetIntegervDLL(GL_CURRENT_PROGRAM, &gl_state.program); - glGetIntegervDLL(GL_ACTIVE_TEXTURE, (GLint*)&gl_state.active_texture); - gl_state.active_texture_index = gl_state.active_texture - GL_TEXTURE0; - - if (DIVA_GL_VERSION_4_5) { - for (GLuint i = 0; i < 32; i++) { - glGetIntegeri_v(GL_TEXTURE_BINDING_2D, i, &gl_state.texture_binding_2d[i]); - glGetIntegeri_v(GL_TEXTURE_BINDING_CUBE_MAP, i, &gl_state.texture_binding_cube_map[i]); - glGetIntegeri_v(GL_SAMPLER_BINDING, i, &gl_state.sampler_binding[i]); - } - } - else { - for (GLuint i = 0; i < 32; i++) { - glActiveTexture((GLenum)(GL_TEXTURE0 + i)); - glGetIntegervDLL(GL_TEXTURE_BINDING_2D, &gl_state.texture_binding_2d[i]); - glGetIntegervDLL(GL_TEXTURE_BINDING_CUBE_MAP, &gl_state.texture_binding_cube_map[i]); - glGetIntegervDLL(GL_SAMPLER_BINDING, &gl_state.sampler_binding[i]); - } - glActiveTexture(gl_state.active_texture); - } - - glGetBooleanvDLL(GL_BLEND, &gl_state.blend); - glGetIntegervDLL(GL_BLEND_SRC_RGB, (GLint*)&gl_state.blend_src_rgb); - glGetIntegervDLL(GL_BLEND_SRC_ALPHA, (GLint*)&gl_state.blend_src_alpha); - glGetIntegervDLL(GL_BLEND_DST_RGB, (GLint*)&gl_state.blend_dst_rgb); - glGetIntegervDLL(GL_BLEND_DST_ALPHA, (GLint*)&gl_state.blend_dst_alpha); - glGetIntegervDLL(GL_BLEND_EQUATION_RGB, (GLint*)&gl_state.blend_mode_rgb); - glGetIntegervDLL(GL_BLEND_EQUATION_ALPHA, (GLint*)&gl_state.blend_mode_alpha); - - glGetIntegervDLL(GL_FRAMEBUFFER_BINDING, (GLint*)&gl_state.framebuffer_binding); - glGetIntegervDLL(GL_READ_FRAMEBUFFER_BINDING, (GLint*)&gl_state.read_framebuffer_binding); - glGetIntegervDLL(GL_DRAW_FRAMEBUFFER_BINDING, (GLint*)&gl_state.draw_framebuffer_binding); - glGetIntegervDLL(GL_VERTEX_ARRAY_BINDING, (GLint*)&gl_state.vertex_array_binding); - glGetIntegervDLL(GL_ARRAY_BUFFER_BINDING, (GLint*)&gl_state.array_buffer_binding); - glGetIntegervDLL(GL_ELEMENT_ARRAY_BUFFER_BINDING, (GLint*)&gl_state.element_array_buffer_binding); - - glGetIntegervDLL(GL_UNIFORM_BUFFER_BINDING, (GLint*)&gl_state.uniform_buffer_binding); - for (GLuint i = 0; i < 14; i++) { - glGetIntegeri_v(GL_UNIFORM_BUFFER_BINDING, i, (GLint*)&gl_state.uniform_buffer_bindings[i]); - glGetInteger64i_v(GL_UNIFORM_BUFFER_START, i, (GLintptr*)&gl_state.uniform_buffer_offsets[i]); - glGetInteger64i_v(GL_UNIFORM_BUFFER_SIZE, i, (GLsizeiptr*)&gl_state.uniform_buffer_sizes[i]); - } - - if (DIVA_GL_VERSION_4_3) { - glGetIntegervDLL(GL_SHADER_STORAGE_BUFFER_BINDING, (GLint*)&gl_state.shader_storage_buffer_binding); - for (GLuint i = 0; i < 14; i++) { - glGetIntegeri_v(GL_SHADER_STORAGE_BUFFER_BINDING, i, (GLint*)&gl_state.shader_storage_buffer_bindings[i]); - glGetInteger64i_v(GL_SHADER_STORAGE_BUFFER_START, i, (GLintptr*)&gl_state.shader_storage_buffer_offsets[i]); - glGetInteger64i_v(GL_SHADER_STORAGE_BUFFER_SIZE, i, (GLsizeiptr*)&gl_state.shader_storage_buffer_sizes[i]); - } - } - - glGetBooleanvDLL(GL_COLOR_WRITEMASK, gl_state.color_mask); - glGetBooleanvDLL(GL_CULL_FACE, &gl_state.cull_face); - glGetIntegervDLL(GL_CULL_FACE_MODE, (GLint*)&gl_state.cull_face_mode); - glGetBooleanvDLL(GL_DEPTH_TEST, &gl_state.depth_test); - glGetIntegervDLL(GL_DEPTH_FUNC, (GLint*)&gl_state.depth_func); - glGetBooleanvDLL(GL_DEPTH_WRITEMASK, &gl_state.depth_mask); - glGetFloatvDLL(GL_LINE_WIDTH, &gl_state.line_width); - glGetBooleanvDLL(GL_MULTISAMPLE, &gl_state.multisample); - glGetBooleanvDLL(GL_PRIMITIVE_RESTART, &gl_state.primitive_restart); - glGetIntegervDLL(GL_PRIMITIVE_RESTART_INDEX, (GLint*)&gl_state.primitive_restart_index); - glGetIntegervDLL(GL_SCISSOR_BOX, (GLint*)&gl_state.scissor_box); - glGetBooleanvDLL(GL_SCISSOR_TEST, &gl_state.scissor_test); - glGetBooleanvDLL(GL_STENCIL_TEST, &gl_state.stencil_test); - glGetIntegervDLL(GL_STENCIL_FUNC, (GLint*)&gl_state.stencil_func); - glGetIntegervDLL(GL_STENCIL_VALUE_MASK, (GLint*)&gl_state.stencil_value_mask); - glGetIntegervDLL(GL_STENCIL_FAIL, (GLint*)&gl_state.stencil_fail); - glGetIntegervDLL(GL_STENCIL_PASS_DEPTH_FAIL, (GLint*)&gl_state.stencil_dpfail); - glGetIntegervDLL(GL_STENCIL_PASS_DEPTH_PASS, (GLint*)&gl_state.stencil_dppass); - glGetIntegervDLL(GL_STENCIL_REF, &gl_state.stencil_ref); - glGetIntegervDLL(GL_STENCIL_WRITEMASK, (GLint*)&gl_state.stencil_mask); - glGetIntegervDLL(GL_VIEWPORT, (GLint*)&gl_state.viewport); - - glPolygonModeDLL(GL_FRONT_AND_BACK, GL_FILL); - gl_state.polygon_mode = GL_FILL; -} - -void gl_state_get_all_gl_errors() { - GLenum error; - while (error = glGetErrorDLL()) - printf_debug("GL Error: 0x%04X\n", error); -} - -GLenum gl_state_get_error() { - GLenum error = glGetErrorDLL(); - if (error) - printf_debug("GL Error: 0x%04X\n", error); - return error; -} - -GLuint gl_state_get_program() { - return gl_state.program; -} - -gl_state_rect gl_state_get_scissor() { - return gl_state.scissor_box; -} - -void gl_state_get_scissor(GLint& x, GLint& y, GLsizei& width, GLsizei& height) { - x = gl_state.scissor_box.x; - y = gl_state.scissor_box.y; - width = gl_state.scissor_box.width; - height = gl_state.scissor_box.height; -} - -gl_state_rect gl_state_get_viewport() { - return gl_state.viewport; -} - -void gl_state_get_viewport(GLint& x, GLint& y, GLsizei& width, GLsizei& height) { - x = gl_state.viewport.x; - y = gl_state.viewport.y; - width = gl_state.viewport.width; - height = gl_state.viewport.height; -} - -void gl_state_set_blend_func(GLenum src, GLenum dst, bool force) { - if (force || gl_state.blend_src_rgb != src || gl_state.blend_dst_rgb != dst - || gl_state.blend_src_alpha != GL_ONE || gl_state.blend_dst_alpha != GL_ONE_MINUS_SRC_ALPHA) { - glBlendFuncSeparate(src, dst, GL_ONE, GL_ONE_MINUS_SRC_ALPHA); - gl_state.blend_src_rgb = src; - gl_state.blend_dst_rgb = dst; - gl_state.blend_src_alpha = GL_ONE; - gl_state.blend_dst_alpha = GL_ONE_MINUS_SRC_ALPHA; - } -} - -void gl_state_set_blend_func_separate(GLenum src_rgb, GLenum dst_rgb, - GLenum src_alpha, GLenum dst_alpha, bool force) { - if (force || gl_state.blend_src_rgb != src_rgb || gl_state.blend_dst_rgb != dst_rgb - || gl_state.blend_src_alpha != src_alpha || gl_state.blend_dst_alpha != dst_alpha) { - glBlendFuncSeparate(src_rgb, dst_rgb, src_alpha, dst_alpha); - gl_state.blend_src_rgb = src_rgb; - gl_state.blend_dst_rgb = dst_rgb; - gl_state.blend_src_alpha = src_alpha; - gl_state.blend_dst_alpha = dst_alpha; - } -} - -void gl_state_set_blend_equation(GLenum mode, bool force) { - if (force || gl_state.blend_mode_rgb != mode || gl_state.blend_mode_alpha != mode) { - glBlendEquationSeparate(mode, mode); - gl_state.blend_mode_rgb = mode; - gl_state.blend_mode_alpha = mode; - } -} - -void gl_state_set_blend_equation_separate(GLenum mode_rgb, GLenum mode_alpha, bool force) { - if (force || gl_state.blend_mode_rgb != mode_rgb || gl_state.blend_mode_alpha != mode_alpha) { - glBlendEquationSeparate(mode_rgb, mode_alpha); - gl_state.blend_mode_rgb = mode_rgb; - gl_state.blend_mode_alpha = mode_alpha; - } -} - -void gl_state_set_color_mask(GLboolean red, GLboolean green, - GLboolean blue, GLboolean alpha, bool force) { - if (force || gl_state.color_mask[0] != red || gl_state.color_mask[1] != green - || gl_state.color_mask[2] != blue || gl_state.color_mask[3] != alpha) { - glColorMaskDLL(red, green, blue, alpha); - gl_state.color_mask[0] = red; - gl_state.color_mask[1] = green; - gl_state.color_mask[2] = blue; - gl_state.color_mask[3] = alpha; - } -} - -void gl_state_set_cull_face_mode(GLenum mode, bool force) { - if (force || gl_state.cull_face_mode != mode) { - glCullFaceDLL(mode); - gl_state.cull_face_mode = mode; - } -} - -void gl_state_set_depth_func(GLenum func, bool force) { - if (force || gl_state.depth_func != func) { - glDepthFuncDLL(func); - gl_state.depth_func = func; - } -} - -void gl_state_set_depth_mask(GLboolean flag, bool force) { - if (force || gl_state.depth_mask != flag) { - glDepthMaskDLL(flag); - gl_state.depth_mask = flag; - } -} - -void gl_state_set_line_width(GLfloat width, bool force) { - if (force || gl_state.line_width != width) { - glLineWidthDLL(width); - gl_state.line_width = width; - } -} - -void gl_state_set_polygon_mode(GLenum face, GLenum mode, bool force) { - switch (face) { - case GL_FRONT: - if (force || gl_state.polygon_mode != mode) { - glPolygonModeDLL(GL_FRONT, mode); - gl_state.polygon_mode = mode; - } - break; - case GL_BACK: - if (force || gl_state.polygon_mode != mode) { - glPolygonModeDLL(GL_BACK, mode); - gl_state.polygon_mode = mode; - } - break; - case GL_FRONT_AND_BACK: - if (force || gl_state.polygon_mode != mode) { - glPolygonModeDLL(GL_FRONT_AND_BACK, mode); - gl_state.polygon_mode = mode; - gl_state.polygon_mode = mode; - } - break; - } -} - -void gl_state_set_primitive_restart_index(GLuint index, bool force) { - if (force || gl_state.primitive_restart_index != index) { - glPrimitiveRestartIndex(index); - gl_state.primitive_restart_index = index; - } -} - -void gl_state_set_scissor(const gl_state_rect& rect, bool force) { - if (force || gl_state.scissor_box.x != rect.x || gl_state.scissor_box.y != rect.y - || gl_state.scissor_box.width != rect.width || gl_state.scissor_box.height != rect.height) { - glScissorDLL(rect.x, rect.y, rect.width, rect.height); - gl_state.scissor_box = rect; - } -} - -void gl_state_set_scissor(GLint x, GLint y, GLsizei width, GLsizei height, bool force) { - if (force || gl_state.scissor_box.x != x || gl_state.scissor_box.y != y - || gl_state.scissor_box.width != width || gl_state.scissor_box.height != height) { - glScissorDLL(x, y, width, height); - gl_state.scissor_box.x = x; - gl_state.scissor_box.y = y; - gl_state.scissor_box.width = width; - gl_state.scissor_box.height = height; - } -} - -void gl_state_set_stencil_func(GLenum func, GLint ref, GLuint mask, bool force) { - if (force || gl_state.stencil_func != func - || gl_state.stencil_ref != ref || gl_state.stencil_value_mask != mask) { - glStencilFuncSeparate(GL_FRONT_AND_BACK, func, ref, mask); - gl_state.stencil_func = func; - gl_state.stencil_ref = ref; - gl_state.stencil_value_mask = mask; - } -} - -void gl_state_set_stencil_mask(GLuint mask, bool force) { - if (force || gl_state.stencil_mask != mask) { - glStencilMaskSeparate(GL_FRONT_AND_BACK, mask); - gl_state.stencil_mask = mask; - } -} - -void gl_state_set_stencil_op(GLenum sfail, GLenum dpfail, GLenum dppass, bool force) { - if (force || gl_state.stencil_fail != sfail - || gl_state.stencil_dpfail != dpfail || gl_state.stencil_dppass != dppass) { - glStencilOpSeparate(GL_FRONT_AND_BACK, sfail, dpfail, dppass); - gl_state.stencil_fail = sfail; - gl_state.stencil_dpfail = dpfail; - gl_state.stencil_dppass = dppass; - } -} - -void gl_state_set_viewport(const gl_state_rect& rect, bool force) { - if (force || gl_state.viewport.x != rect.x || gl_state.viewport.y != rect.y - || gl_state.viewport.width != rect.width || gl_state.viewport.height != rect.height) { - glViewportDLL(rect.x, rect.y, rect.width, rect.height); - gl_state.viewport = rect; - } -} - -void gl_state_set_viewport(GLint x, GLint y, GLsizei width, GLsizei height, bool force) { - if (force || gl_state.viewport.x != x || gl_state.viewport.y != y - || gl_state.viewport.width != width || gl_state.viewport.height != height) { - glViewportDLL(x, y, width, height); - gl_state.viewport.x = x; - gl_state.viewport.y = y; - gl_state.viewport.width = width; - gl_state.viewport.height = height; - } -} - -void gl_state_use_program(GLuint program, bool force) { - if (force || gl_state.program != program) { - glUseProgram(program); - gl_state.program = program; - } -} diff --git a/src/DivaGL/gl_state.hpp b/src/DivaGL/gl_state.hpp deleted file mode 100644 index 5bfc412..0000000 --- a/src/DivaGL/gl_state.hpp +++ /dev/null @@ -1,151 +0,0 @@ -/* - by korenkonder - GitHub/GitLab: korenkonder -*/ - -#pragma once - -#include "../KKdLib/default.hpp" -#include "wrap.hpp" - -struct gl_state_rect { - GLint x; - GLint y; - GLsizei width; - GLsizei height; -}; - -struct gl_state_struct { - GLint program; - GLenum active_texture; - GLuint active_texture_index; - GLint texture_binding_2d[32]; - GLint texture_binding_cube_map[32]; - GLint sampler_binding[32]; - GLboolean blend; - GLenum blend_src_rgb; - GLenum blend_src_alpha; - GLenum blend_dst_rgb; - GLenum blend_dst_alpha; - GLenum blend_mode_rgb; - GLenum blend_mode_alpha; - GLuint framebuffer_binding; - GLuint read_framebuffer_binding; - GLuint draw_framebuffer_binding; - GLuint vertex_array_binding; - GLuint array_buffer_binding; - GLuint element_array_buffer_binding; - GLuint uniform_buffer_binding; - GLuint uniform_buffer_bindings[14]; - GLintptr uniform_buffer_offsets[14]; - GLsizeiptr uniform_buffer_sizes[14]; - GLuint shader_storage_buffer_binding; - GLuint shader_storage_buffer_bindings[14]; - GLintptr shader_storage_buffer_offsets[14]; - GLsizeiptr shader_storage_buffer_sizes[14]; - GLboolean color_mask[4]; - GLboolean cull_face; - GLenum cull_face_mode; - GLboolean depth_test; - GLenum depth_func; - GLboolean depth_mask; - GLfloat line_width; - GLenum polygon_mode; - GLboolean multisample; - GLboolean primitive_restart; - GLuint primitive_restart_index; - gl_state_rect scissor_box; - GLboolean scissor_test; - GLboolean stencil_test; - GLenum stencil_func; - GLenum stencil_fail; - GLenum stencil_dpfail; - GLenum stencil_dppass; - GLuint stencil_mask; - GLint stencil_ref; - GLuint stencil_value_mask; - gl_state_rect viewport; -}; - -extern gl_state_struct gl_state; - -extern void gl_state_active_bind_texture_2d(int32_t index, GLuint texture, bool force = false); -extern void gl_state_active_bind_texture_cube_map(int32_t index, GLuint texture, bool force = false); -extern void gl_state_active_texture(size_t index, bool force = false); -extern void gl_state_bind_framebuffer(GLuint framebuffer, bool force = false); -extern void gl_state_bind_read_framebuffer(GLuint framebuffer, bool force = false); -extern void gl_state_bind_draw_framebuffer(GLuint framebuffer, bool force = false); -extern void gl_state_bind_vertex_array(GLuint array, bool force = false); -extern void gl_state_bind_array_buffer(GLuint buffer, bool force = false); -extern void gl_state_bind_element_array_buffer(GLuint buffer, bool force = false); -extern void gl_state_bind_uniform_buffer(GLuint buffer, bool force = false); -extern void gl_state_bind_uniform_buffer_base(GLuint index, GLuint buffer, bool force = false); -extern void gl_state_bind_uniform_buffer_range(GLuint index, - GLuint buffer, GLintptr offset, GLsizeiptr size, bool force = false); -extern void gl_state_bind_shader_storage_buffer(GLuint buffer, bool force = false); -extern void gl_state_bind_shader_storage_buffer_base(GLuint index, GLuint buffer, bool force = false); -extern void gl_state_bind_shader_storage_buffer_range(GLuint index, - GLuint buffer, GLintptr offset, GLsizeiptr size, bool force = false); -extern void gl_state_bind_texture_2d(GLuint texture, bool force = false); -extern void gl_state_bind_texture_cube_map(GLuint texture, bool force = false); -extern void gl_state_bind_sampler(int32_t index, GLuint sampler, bool force = false); -extern bool gl_state_check_uniform_buffer_binding(); -extern bool gl_state_check_uniform_buffer_binding_base(size_t index); -extern bool gl_state_check_shader_storage_buffer_binding(); -extern bool gl_state_check_shader_storage_buffer_binding_base(size_t index); -extern bool gl_state_check_texture_binding_2d(size_t index); -extern bool gl_state_check_texture_binding_cube_map(size_t index); -extern bool gl_state_check_sampler_binding(int32_t index, GLuint sampler); -extern void gl_state_disable_blend(bool force = false); -extern void gl_state_disable_cull_face(bool force = false); -extern void gl_state_disable_depth_test(bool force = false); -extern void gl_state_disable_multisample(bool force = false); -extern void gl_state_disable_primitive_restart(bool force = false); -extern void gl_state_disable_scissor_test(bool force = false); -extern void gl_state_disable_stencil_test(bool force = false); -extern void gl_state_enable_blend(bool force = false); -extern void gl_state_enable_cull_face(bool force = false); -extern void gl_state_enable_depth_test(bool force = false); -extern void gl_state_enable_multisample(bool force = false); -extern void gl_state_enable_primitive_restart(bool force = false); -extern void gl_state_enable_scissor_test(bool force = false); -extern void gl_state_enable_stencil_test(bool force = false); -extern void gl_state_get(); -extern void gl_state_get_all_gl_errors(); -extern GLenum gl_state_get_error(); -extern GLuint gl_state_get_program(); -extern gl_state_rect gl_state_get_scissor(); -extern void gl_state_get_scissor(GLint& x, GLint& y, GLsizei& width, GLsizei& height); -extern gl_state_rect gl_state_get_viewport(); -extern void gl_state_get_viewport(GLint& x, GLint& y, GLsizei& width, GLsizei& height); -extern void gl_state_set_blend_func(GLenum src, GLenum dst, bool force = false); -extern void gl_state_set_blend_func_separate(GLenum src_rgb, GLenum dst_rgb, - GLenum src_alpha, GLenum dst_alpha, bool force = false); -extern void gl_state_set_blend_equation(GLenum mode, bool force = false); -extern void gl_state_set_blend_equation_separate( - GLenum mode_rgb, GLenum mode_alpha, bool force = false); -extern void gl_state_set_color_mask(GLboolean red, GLboolean green, - GLboolean blue, GLboolean alpha, bool force = false); -extern void gl_state_set_cull_face_mode(GLenum mode, bool force = false); -extern void gl_state_set_depth_func(GLenum func, bool force = false); -extern void gl_state_set_depth_mask(GLboolean flag, bool force = false); -extern void gl_state_set_line_width(GLfloat width, bool force = false); -extern void gl_state_set_polygon_mode(GLenum face, GLenum mode, bool force = false); -extern void gl_state_set_primitive_restart_index(GLuint index, bool force = false); -extern void gl_state_set_scissor(const gl_state_rect& rect, bool force = false); -extern void gl_state_set_scissor(GLint x, GLint y, GLsizei width, GLsizei height, bool force = false); -extern void gl_state_set_stencil_func(GLenum func, GLint ref, GLuint mask, bool force = false); -extern void gl_state_set_stencil_mask(GLuint mask, bool force = false); -extern void gl_state_set_stencil_op(GLenum sfail, GLenum dpfail, GLenum dppass, bool force = false); -extern void gl_state_set_viewport(const gl_state_rect& rect, bool force = false); -extern void gl_state_set_viewport(GLint x, GLint y, GLsizei width, GLsizei height, bool force = false); -extern void gl_state_use_program(GLuint program, bool force = false); - -template -inline void gl_state_begin_event(const char(&str)[size]) { - glPushDebugGroup(GL_DEBUG_SOURCE_APPLICATION, 0, (GLsizei)(size - 1), str); -} - -inline void gl_state_end_event() { - glPopDebugGroup(); -} diff --git a/src/DivaGL/graphics/color_change_dw.cpp b/src/DivaGL/graphics/color_change_dw.cpp index 864f534..2d0404d 100644 --- a/src/DivaGL/graphics/color_change_dw.cpp +++ b/src/DivaGL/graphics/color_change_dw.cpp @@ -6,7 +6,8 @@ #include "color_change_dw.hpp" #include "../../AFTModsShared/dw.hpp" #include "../rob/rob.hpp" -#include "../gl_state.hpp" +#include "../gl_rend_state.hpp" +#include "../shared.hpp" #include "../texture.hpp" #include @@ -120,7 +121,7 @@ HOOK(void, FASTCALL, ColorChangeDw__Draw, 0x00000001402C2170, ColorChangeDw* Thi else dxt5_image_apply_color_tone(width_align, height_align, size, (dxt5_block*)data, col_tone); - gl_state_bind_texture_2d(org_tex->glid); + gl_rend_state.bind_texture_2d(org_tex->glid); int32_t width = chg_tex->get_width_mip_level(i); int32_t height = chg_tex->get_height_mip_level(i); glCompressedTexSubImage2D(org_tex->target, i, 0, 0, width, height, @@ -129,16 +130,16 @@ HOOK(void, FASTCALL, ColorChangeDw__Draw, 0x00000001402C2170, ColorChangeDw* Thi else if (chg_tex->internal_format == GL_RGB5) { rgb565_image_apply_color_tone(width_align, height_align, size, (rgb565*)data, col_tone); - gl_state_bind_texture_2d(org_tex->glid); + gl_rend_state.bind_texture_2d(org_tex->glid); int32_t width = chg_tex->get_width_mip_level(i); int32_t height = chg_tex->get_height_mip_level(i); glTexSubImage2DDLL(org_tex->target, i, 0, 0, width, height, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, data); } - gl_state_get_error(); + gl_get_error_print(); prj::HeapCMallocFree(prj::HeapCMallocTemp, data); } - gl_state_bind_texture_2d(0); + gl_rend_state.bind_texture_2d(0); } if (This->show) { @@ -280,12 +281,12 @@ bool ColorChangeDw::LoadTexture() { int32_t width_align = org_tex->get_width_align_mip_level(i); int32_t height_align = org_tex->get_height_align_mip_level(i); - gl_state_bind_texture_2d(org_tex->glid); + gl_rend_state.bind_texture_2d(org_tex->glid); if (org_tex->flags & TEXTURE_BLOCK_COMPRESSION) glGetCompressedTexImage(org_tex->target, i, data); else glGetTexImageDLL(org_tex->target, i, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, data); - gl_state_get_error(); + gl_get_error_print(); vec_data.push_back(data); } diff --git a/src/DivaGL/hook.cpp b/src/DivaGL/hook.cpp index da5ae83..480655e 100644 --- a/src/DivaGL/hook.cpp +++ b/src/DivaGL/hook.cpp @@ -118,8 +118,8 @@ HOOK(void, FASTCALL, sub_140194CD0, 0x000000140194CD0) { originalsub_140194CD0(); } -HOOK(void, FASTCALL, _gl_state_get, 0x0000000140442DF0) { - gl_state_get(); +HOOK(void, FASTCALL, gl_rend_state__get, 0x0000000140442DF0) { + gl_rend_state.get(); } HOOK(void, FASTCALL, rndr__Render__update_res, 0x00000001404A9480, rndr::Render* rend, bool set, int32_t base_downsample) { @@ -165,12 +165,12 @@ HOOK(void, FASTCALL, rndr__Render__movie_texture_free, 0x00000001404B18F0, } HOOK(void, FASTCALL, rndr__RenderManager__rndpass_pre_proc, 0x0000000140502C90) { - gl_state_begin_event("rndpass_pre_proc"); + gl_rend_state.begin_event("rndpass_pre_proc"); render_manager.render->pre_proc(); Glitter::glt_particle_manager->CalcDisp(); Glitter::glt_particle_manager_x->CalcDisp(); rctx->pre_proc(); - gl_state_end_event(); + gl_rend_state.end_event(); } HOOK(void, FASTCALL, rndr__RenderManager__render_all, 0x0000000140502CA0) { @@ -178,11 +178,11 @@ HOOK(void, FASTCALL, rndr__RenderManager__render_all, 0x0000000140502CA0) { } HOOK(void, FASTCALL, rndr__RenderManager__rndpass_post_proc, 0x0000000140502C70) { - gl_state_begin_event("rndpass_post_proc"); + gl_rend_state.begin_event("rndpass_post_proc"); rctx->post_proc(); render_manager.render->post_proc(); render_manager.field_31C = false; - gl_state_end_event(); + gl_rend_state.end_event(); } struct ScreenShotData { @@ -279,7 +279,7 @@ void hook_funcs() { INSTALL_HOOK(sub_140194CD0); - INSTALL_HOOK(_gl_state_get); + INSTALL_HOOK(gl_rend_state__get); INSTALL_HOOK(rndr__Render__update_res); INSTALL_HOOK(rndr__Render__take_ss); @@ -318,9 +318,6 @@ void hook_funcs() { *(uint64_t*)&buf[0x02] = (uint64_t)&printf_proxy; WRITE_MEMORY_STRING(0x00000001400DE640, buf, 0x0C); - *(uint64_t*)&buf[0x02] = (uint64_t)&gl_state_get; - WRITE_MEMORY_STRING(0x0000000140442FB4, buf, 0x0C); - extern size_t glut_handle; *(uint64_t*)&buf[0x02] = (uint64_t)&glut_create_context; WRITE_MEMORY_STRING(glut_handle + 0x0000A970, buf, 0x0C); diff --git a/src/DivaGL/light_param.cpp b/src/DivaGL/light_param.cpp index c4bed4e..0fc0313 100644 --- a/src/DivaGL/light_param.cpp +++ b/src/DivaGL/light_param.cpp @@ -247,13 +247,13 @@ void light_param_data_storage_data_set_ibl() { }; for (int32_t i = 0; i < 5; i++) - gl_state_active_bind_texture_cube_map(ibl_texture_index[i], + gl_rend_state.active_bind_texture_cube_map(ibl_texture_index[i], light_param_data_storage_data->textures[i]); } void light_param_data::set_ibl(const light_param_data_ibl* ibl, const light_param_data_storage* storage) { for (int32_t i = 0, j = -1; i < 5; i++, j++) { - gl_state_bind_texture_cube_map(storage->textures[i]); + gl_rend_state.bind_texture_cube_map(storage->textures[i]); glTexParameteriDLL(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteriDLL(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteriDLL(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); @@ -279,7 +279,7 @@ void light_param_data::set_ibl(const light_param_data_ibl* ibl, const light_para light_param_data::set_ibl_specular(&ibl->specular[j]); } } - gl_state_bind_texture_cube_map(0); + gl_rend_state.bind_texture_cube_map(0); ::light_set* set = &light_set_data[LIGHT_SET_MAIN]; set->set_irradiance(ibl->diff_coef[1][0], ibl->diff_coef[1][1], ibl->diff_coef[1][2]); diff --git a/src/DivaGL/mdl/disp_manager.cpp b/src/DivaGL/mdl/disp_manager.cpp index 4d405b5..31f5b88 100644 --- a/src/DivaGL/mdl/disp_manager.cpp +++ b/src/DivaGL/mdl/disp_manager.cpp @@ -9,7 +9,7 @@ #include "../../AFTModsShared/uniform.hpp" #include "../Glitter/glitter.hpp" #include "../rob/rob.hpp" -#include "../gl_state.hpp" +#include "../gl_rend_state.hpp" #include "../object.hpp" #include "../render_manager.hpp" #include "../shader_ft.hpp" @@ -295,15 +295,15 @@ namespace mdl { vertex_buffer = 0; morph_vertex_buffer = 0; - gl_state_bind_vertex_array(vertex_array); + gl_rend_state.bind_vertex_array(vertex_array); for (int32_t i = 0; i < 16; i++) if (vertex_attrib_array[i]) { glDisableVertexAttribArray(i); vertex_attrib_array[i] = false; } - gl_state_bind_array_buffer(0, true); - gl_state_bind_element_array_buffer(0, true); - gl_state_bind_vertex_array(0); + gl_rend_state.bind_array_buffer(0, true); + gl_rend_state.bind_element_array_buffer(0, true); + gl_rend_state.bind_vertex_array(0); } void DispManager::add_vertex_array(ObjSubMeshArgs* args) { @@ -377,7 +377,7 @@ namespace mdl { if (!vertex_array->vertex_array) { glGenVertexArrays(1, &vertex_array->vertex_array); - gl_state_bind_vertex_array(vertex_array->vertex_array); + gl_rend_state.bind_vertex_array(vertex_array->vertex_array); glVertexAttrib4f( POSITION_INDEX, 0.0f, 0.0f, 0.0f, 1.0f); glVertexAttrib4f( BONE_WEIGHT_INDEX, 0.0f, 0.0f, 0.0f, 0.0f); glVertexAttrib4f( NORMAL_INDEX, 0.0f, 0.0f, 0.0f, 1.0f); @@ -409,10 +409,10 @@ namespace mdl { memcpy(&vertex_array->vertex_attrib_buffer_binding, vertex_attrib_buffer_binding, sizeof(vertex_attrib_buffer_binding)); - gl_state_bind_vertex_array(vertex_array->vertex_array); - gl_state_bind_array_buffer(vertex_buffer, true); + gl_rend_state.bind_vertex_array(vertex_array->vertex_array); + gl_rend_state.bind_array_buffer(vertex_buffer, true); if (index_buffer) - gl_state_bind_element_array_buffer(index_buffer, true); + gl_rend_state.bind_element_array_buffer(index_buffer, true); size_t offset = vertex_buffer_offset; if (vertex_format & OBJ_VERTEX_POSITION) { @@ -651,7 +651,7 @@ namespace mdl { } if (morph_vertex_buffer) { - gl_state_bind_array_buffer(morph_vertex_buffer, true); + gl_rend_state.bind_array_buffer(morph_vertex_buffer, true); size_t offset = morph_vertex_buffer_offset; if (vertex_format & OBJ_VERTEX_POSITION) { @@ -883,10 +883,10 @@ namespace mdl { } } - gl_state_bind_array_buffer(0); - gl_state_bind_vertex_array(0); + gl_rend_state.bind_array_buffer(0); + gl_rend_state.bind_vertex_array(0); if (index_buffer) - gl_state_bind_element_array_buffer(0); + gl_rend_state.bind_element_array_buffer(0); } static size_t gen_grid_vertices(prj::vector>& data, @@ -1650,7 +1650,7 @@ namespace mdl { if (!etc_vertex_array->vertex_array) { glGenVertexArrays(1, &etc_vertex_array->vertex_array); - gl_state_bind_vertex_array(etc_vertex_array->vertex_array); + gl_rend_state.bind_vertex_array(etc_vertex_array->vertex_array); glVertexAttrib4f( POSITION_INDEX, 0.0f, 0.0f, 0.0f, 1.0f); glVertexAttrib4f( BONE_WEIGHT_INDEX, 0.0f, 0.0f, 0.0f, 0.0f); glVertexAttrib4f( NORMAL_INDEX, 0.0f, 0.0f, 0.0f, 1.0f); @@ -1787,7 +1787,7 @@ namespace mdl { GLsizei size_vertex = sizeof(vec3) * 2; - gl_state_bind_vertex_array(etc_vertex_array->vertex_array); + gl_rend_state.bind_vertex_array(etc_vertex_array->vertex_array); if (etc_vertex_array->vertex_buffer.IsNull()) etc_vertex_array->vertex_buffer.Create(sizeof(vec3) * 2 * vtx_data.size()); @@ -1813,10 +1813,10 @@ namespace mdl { glVertexAttribPointer(NORMAL_INDEX, 3, GL_FLOAT, GL_FALSE, size_vertex, (void*)sizeof(vec3)); - gl_state_bind_array_buffer(0); - gl_state_bind_vertex_array(0); + gl_rend_state.bind_array_buffer(0); + gl_rend_state.bind_vertex_array(0); if (indexed) - gl_state_bind_element_array_buffer(0); + gl_rend_state.bind_element_array_buffer(0); } void* DispManager::alloc_data(int32_t size) { @@ -2030,12 +2030,12 @@ namespace mdl { for (DispManager::etc_vertex_array& i : etc_vertex_array_cache) if (i.alive_time > 0 && --i.alive_time <= 0) { - gl_state_bind_vertex_array(i.vertex_array); + gl_rend_state.bind_vertex_array(i.vertex_array); glDisableVertexAttribArray(POSITION_INDEX); glDisableVertexAttribArray(NORMAL_INDEX); - gl_state_bind_array_buffer(0, true); - gl_state_bind_element_array_buffer(0, true); - gl_state_bind_vertex_array(0); + gl_rend_state.bind_array_buffer(0, true); + gl_rend_state.bind_element_array_buffer(0, true); + gl_rend_state.bind_vertex_array(0); } } @@ -2057,12 +2057,12 @@ namespace mdl { void(*func)(const ObjSubMeshArgs * args) = draw_sub_mesh_default; for (int32_t i = 0; i < 5; i++) - gl_state_active_bind_texture_2d(i, rctx->empty_texture_2d->glid); - gl_state_active_bind_texture_cube_map(5, rctx->empty_texture_cube_map->glid); - gl_state_active_texture(0); - gl_state_set_blend_func(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + gl_rend_state.active_bind_texture_2d(i, rctx->empty_texture_2d->glid); + gl_rend_state.active_bind_texture_cube_map(5, rctx->empty_texture_cube_map->glid); + gl_rend_state.active_texture(0); + gl_rend_state.set_blend_func(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); uniform_value_reset(); - gl_state_get(); + gl_rend_state.get(); switch (type) { case OBJ_TYPE_TRANSLUCENT: @@ -2070,7 +2070,7 @@ namespace mdl { if (depth_mask) func = draw_sub_mesh_translucent; else - gl_state_set_depth_mask(GL_FALSE); + gl_rend_state.set_depth_mask(GL_FALSE); alpha_test = 1; min_alpha = 0.0f; @@ -2089,12 +2089,12 @@ namespace mdl { break; case OBJ_TYPE_TYPE_6: func = draw_sub_mesh_translucent; - gl_state_set_color_mask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); + gl_rend_state.set_color_mask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); draw_state.shader_index = SHADER_FT_SIL; break; case OBJ_TYPE_TYPE_7: func = draw_sub_mesh_translucent; - gl_state_set_color_mask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); + gl_rend_state.set_color_mask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); draw_state.shader_index = SHADER_FT_SIL; alpha_test = 1; @@ -2102,7 +2102,7 @@ namespace mdl { alpha_threshold = 0.99999994f; break; case OBJ_TYPE_REFLECT_CHARA_OPAQUE: - gl_state_set_cull_face_mode(GL_FRONT); + gl_rend_state.set_cull_face_mode(GL_FRONT); if (!reflect_draw) { if (reflect) @@ -2112,7 +2112,7 @@ namespace mdl { } break; case OBJ_TYPE_REFLECT_CHARA_TRANSLUCENT: - gl_state_set_cull_face_mode(GL_FRONT); + gl_rend_state.set_cull_face_mode(GL_FRONT); min_alpha = 0.0f; @@ -2124,7 +2124,7 @@ namespace mdl { } break; case OBJ_TYPE_REFLECT_CHARA_TRANSPARENT: - gl_state_set_cull_face_mode(GL_FRONT); + gl_rend_state.set_cull_face_mode(GL_FRONT); alpha_test = 1; min_alpha = 0.1f; @@ -2142,18 +2142,18 @@ namespace mdl { alpha_threshold = 0.5f; if (reflect_draw) - gl_state_set_cull_face_mode(GL_FRONT); + gl_rend_state.set_cull_face_mode(GL_FRONT); else if (!reflect_texture_mask) func = draw_sub_mesh_reflect_reflect_map; break; case OBJ_TYPE_REFLECT_TRANSLUCENT: - gl_state_set_depth_mask(GL_FALSE); + gl_rend_state.set_depth_mask(GL_FALSE); min_alpha = 0.0f; alpha_threshold = 0.0f; if (reflect_draw) - gl_state_set_cull_face_mode(GL_FRONT); + gl_rend_state.set_cull_face_mode(GL_FRONT); break; case OBJ_TYPE_REFLECT_TRANSPARENT: alpha_test = 1; @@ -2161,10 +2161,10 @@ namespace mdl { alpha_threshold = 0.5f; if (reflect_draw) - gl_state_set_cull_face_mode(GL_FRONT); + gl_rend_state.set_cull_face_mode(GL_FRONT); break; case OBJ_TYPE_REFRACT_TRANSLUCENT: - gl_state_set_depth_mask(GL_FALSE); + gl_rend_state.set_depth_mask(GL_FALSE); min_alpha = 0.0f; alpha_threshold = 0.0f; @@ -2178,7 +2178,7 @@ namespace mdl { func = draw_sub_mesh_sss; if (reflect_draw) - gl_state_set_cull_face_mode(GL_FRONT); + gl_rend_state.set_cull_face_mode(GL_FRONT); break; case OBJ_TYPE_TRANSPARENT_ALPHA_ORDER_1: case OBJ_TYPE_TRANSPARENT_ALPHA_ORDER_2: @@ -2190,7 +2190,7 @@ namespace mdl { case OBJ_TYPE_TRANSLUCENT_ALPHA_ORDER_1: case OBJ_TYPE_TRANSLUCENT_ALPHA_ORDER_2: case OBJ_TYPE_TRANSLUCENT_ALPHA_ORDER_3: - gl_state_set_depth_mask(GL_FALSE); + gl_rend_state.set_depth_mask(GL_FALSE); alpha_test = 1; min_alpha = 0.0f; @@ -2247,53 +2247,53 @@ namespace mdl { case OBJ_TYPE_TRANSLUCENT: case OBJ_TYPE_TRANSLUCENT_SORT_BY_RADIUS: if (!depth_mask) - gl_state_set_depth_mask(GL_TRUE); + gl_rend_state.set_depth_mask(GL_TRUE); break; case OBJ_TYPE_TYPE_6: case OBJ_TYPE_TYPE_7: draw_state.shader_index = -1; - gl_state_set_color_mask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); + gl_rend_state.set_color_mask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); break; case OBJ_TYPE_REFLECT_CHARA_OPAQUE: case OBJ_TYPE_REFLECT_CHARA_TRANSLUCENT: case OBJ_TYPE_REFLECT_CHARA_TRANSPARENT: - gl_state_set_cull_face_mode(GL_BACK); + gl_rend_state.set_cull_face_mode(GL_BACK); break; case OBJ_TYPE_REFLECT_OPAQUE: if (reflect_draw) - gl_state_set_cull_face_mode(GL_FRONT); + gl_rend_state.set_cull_face_mode(GL_FRONT); break; case OBJ_TYPE_REFLECT_TRANSLUCENT: if (reflect_draw) - gl_state_set_cull_face_mode(GL_FRONT); - gl_state_set_depth_mask(GL_TRUE); + gl_rend_state.set_cull_face_mode(GL_FRONT); + gl_rend_state.set_depth_mask(GL_TRUE); break; case OBJ_TYPE_REFLECT_TRANSPARENT: if (reflect_draw) - gl_state_set_cull_face_mode(GL_FRONT); + gl_rend_state.set_cull_face_mode(GL_FRONT); break; case OBJ_TYPE_REFRACT_TRANSLUCENT: if (reflect_draw) - gl_state_set_cull_face_mode(GL_FRONT); - gl_state_set_depth_mask(GL_TRUE); + gl_rend_state.set_cull_face_mode(GL_FRONT); + gl_rend_state.set_depth_mask(GL_TRUE); break; case OBJ_TYPE_SSS: if (reflect_draw) - gl_state_set_cull_face_mode(GL_BACK); + gl_rend_state.set_cull_face_mode(GL_BACK); break; case OBJ_TYPE_TRANSLUCENT_ALPHA_ORDER_1: case OBJ_TYPE_TRANSLUCENT_ALPHA_ORDER_2: case OBJ_TYPE_TRANSLUCENT_ALPHA_ORDER_3: - gl_state_set_depth_mask(GL_TRUE); + gl_rend_state.set_depth_mask(GL_TRUE); break; } uniform_value_reset(); - gl_state_bind_vertex_array(0); + gl_rend_state.bind_vertex_array(0); shader::unbind(); - gl_state_set_blend_func(GL_ONE, GL_ZERO); + gl_rend_state.set_blend_func(GL_ONE, GL_ZERO); for (int32_t i = 0; i < 5; i++) - gl_state_bind_sampler(i, 0); + gl_rend_state.bind_sampler(i, 0); } void DispManager::draw(mdl::ObjTypeLocal type, int32_t depth_mask) { @@ -2306,19 +2306,19 @@ namespace mdl { void(*func)(const ObjSubMeshArgs * args) = draw_sub_mesh_default; for (int32_t i = 0; i < 5; i++) - gl_state_active_bind_texture_2d(i, rctx->empty_texture_2d->glid); - gl_state_active_bind_texture_cube_map(5, rctx->empty_texture_cube_map->glid); - gl_state_active_texture(0); - gl_state_set_blend_func(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + gl_rend_state.active_bind_texture_2d(i, rctx->empty_texture_2d->glid); + gl_rend_state.active_bind_texture_cube_map(5, rctx->empty_texture_cube_map->glid); + gl_rend_state.active_texture(0); + gl_rend_state.set_blend_func(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); uniform_value_reset(); - gl_state_get(); + gl_rend_state.get(); switch (type) { case OBJ_TYPE_LOCAL_TRANSLUCENT: if (depth_mask) func = draw_sub_mesh_translucent; else - gl_state_set_depth_mask(GL_FALSE); + gl_rend_state.set_depth_mask(GL_FALSE); alpha_test = 1; min_alpha = 0.0f; @@ -2349,16 +2349,16 @@ namespace mdl { switch (type) { case OBJ_TYPE_LOCAL_TRANSLUCENT: if (!depth_mask) - gl_state_set_depth_mask(GL_TRUE); + gl_rend_state.set_depth_mask(GL_TRUE); break; } uniform_value_reset(); - gl_state_bind_vertex_array(0); + gl_rend_state.bind_vertex_array(0); shader::unbind(); - gl_state_set_blend_func(GL_ONE, GL_ZERO); + gl_rend_state.set_blend_func(GL_ONE, GL_ZERO); for (int32_t i = 0; i < 5; i++) - gl_state_bind_sampler(i, 0); + gl_rend_state.bind_sampler(i, 0); } void DispManager::draw(mdl::ObjTypeReflect type, int32_t depth_mask) { @@ -2372,25 +2372,25 @@ namespace mdl { void(*func)(const ObjSubMeshArgs * args) = draw_sub_mesh_default; for (int32_t i = 0; i < 5; i++) - gl_state_active_bind_texture_2d(i, rctx->empty_texture_2d->glid); - gl_state_active_bind_texture_cube_map(5, rctx->empty_texture_cube_map->glid); - gl_state_active_texture(0); - gl_state_set_blend_func(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + gl_rend_state.active_bind_texture_2d(i, rctx->empty_texture_2d->glid); + gl_rend_state.active_bind_texture_cube_map(5, rctx->empty_texture_cube_map->glid); + gl_rend_state.active_texture(0); + gl_rend_state.set_blend_func(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); uniform_value_reset(); - gl_state_get(); + gl_rend_state.get(); switch (type) { case OBJ_TYPE_REFLECT_TRANSLUCENT_SORT_BY_RADIUS: if (depth_mask) func = draw_sub_mesh_translucent; else - gl_state_set_depth_mask(GL_FALSE); + gl_rend_state.set_depth_mask(GL_FALSE); alpha_test = 1; min_alpha = 0.0f; alpha_threshold = 0.0f; - gl_state_set_cull_face_mode(GL_FRONT); + gl_rend_state.set_cull_face_mode(GL_FRONT); break; } rctx->set_batch_alpha_threshold(alpha_threshold); @@ -2412,16 +2412,16 @@ namespace mdl { switch (type) { case OBJ_TYPE_REFLECT_TRANSLUCENT_SORT_BY_RADIUS: if (!depth_mask) - gl_state_set_cull_face_mode(GL_BACK); + gl_rend_state.set_cull_face_mode(GL_BACK); break; } uniform_value_reset(); - gl_state_bind_vertex_array(0); + gl_rend_state.bind_vertex_array(0); shader::unbind(); - gl_state_set_blend_func(GL_ONE, GL_ZERO); + gl_rend_state.set_blend_func(GL_ONE, GL_ZERO); for (int32_t i = 0; i < 5; i++) - gl_state_bind_sampler(i, 0); + gl_rend_state.bind_sampler(i, 0); } /*void DispManager::draw_show_vector(ObjType type, int32_t show_vector) { @@ -2431,12 +2431,12 @@ namespace mdl { render_context* rctx = rctx_ptr; for (int32_t i = 0; i < 5; i++) - gl_state_active_bind_texture_2d(i, rctx->empty_texture_2d->glid); - gl_state_active_bind_texture_cube_map(5, rctx->empty_texture_cube_map->glid); - gl_state_active_texture(0); - gl_state_set_blend_func(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + gl_rend_state.active_bind_texture_2d(i, rctx->empty_texture_2d->glid); + gl_rend_state.active_bind_texture_cube_map(5, rctx->empty_texture_cube_map->glid); + gl_rend_state.active_texture(0); + gl_rend_state.set_blend_func(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); uniform_value_reset(); - gl_state_get(); + gl_rend_state.get(); for (ObjData*& i : get_obj_list(type)) { switch (i->type) { @@ -2451,7 +2451,7 @@ namespace mdl { } break; } } - gl_state_set_blend_func(GL_ONE, GL_ZERO); + gl_rend_state.set_blend_func(GL_ONE, GL_ZERO); }*/ void DispManager::entry_list(ObjType type, ObjData* data) { diff --git a/src/DivaGL/mdl/draw_object.cpp b/src/DivaGL/mdl/draw_object.cpp index bcd1d87..909ccf1 100644 --- a/src/DivaGL/mdl/draw_object.cpp +++ b/src/DivaGL/mdl/draw_object.cpp @@ -112,7 +112,7 @@ namespace mdl { else rctx->set_batch_blend_color_offset_color(color, 0.0f); - gl_state_bind_vertex_array(vao); + gl_rend_state.bind_vertex_array(vao); //rctx->set_shader(SHADER_FT_SIMPLE); rctx->set_shader(etc->constant ? SHADER_FT_CONSTANT : SHADER_FT_SIMPLE); rctx->set_render_data(); @@ -121,11 +121,11 @@ namespace mdl { shaders_ft.draw_elements(GL_TRIANGLES, etc->count, GL_UNSIGNED_INT, 0); break; case mdl::ETC_OBJ_GRID: - gl_state_set_line_width(0.2f); + gl_rend_state.set_line_width(0.2f); shaders_ft.draw_arrays(GL_LINES, 0, etc->count); - gl_state_set_line_width(2.0f); + gl_rend_state.set_line_width(2.0f); shaders_ft.draw_arrays(GL_LINES, (GLint)etc->count, 4); - gl_state_set_line_width(1.0f); + gl_rend_state.set_line_width(1.0f); break; case mdl::ETC_OBJ_CUBE: if (etc->data.sphere.wire) @@ -192,9 +192,9 @@ namespace mdl { if (rctx->get_shared_storage_uniform_buffer_data( (size_t)args->mats, buffer, offset, size, !!DIVA_GL_VERSION_4_3)) if (DIVA_GL_VERSION_4_3) - gl_state_bind_shader_storage_buffer_range(0, buffer, (GLintptr)offset, (GLsizeiptr)size); + gl_rend_state.bind_shader_storage_buffer_range(0, buffer, (GLintptr)offset, (GLsizeiptr)size); else - gl_state_bind_uniform_buffer_range(6, buffer, (GLintptr)offset, (GLsizeiptr)size); + gl_rend_state.bind_uniform_buffer_range(6, buffer, (GLintptr)offset, (GLsizeiptr)size); } else { vec4* g_joint_transforms = rctx->data.buffer_skinning_data.g_joint_transforms; @@ -217,7 +217,7 @@ namespace mdl { rctx->set_batch_worlds(mat4_identity); uniform->arr[U_SKINNING] = 1; - gl_state_bind_vertex_array(vao); + gl_rend_state.bind_vertex_array(vao); func(args); uniform->arr[U_SKINNING] = 0; } @@ -231,7 +231,7 @@ namespace mdl { _mat = *mat; uniform->arr[U_SKINNING] = 0; - gl_state_bind_vertex_array(vao); + gl_rend_state.bind_vertex_array(vao); if (func != draw_sub_mesh_default || !args->instances_count) { draw_object_model_mat_load(_mat); func(args); @@ -426,7 +426,7 @@ namespace mdl { draw_object_vertex_attrib_set_default(args); if (args->material->material.attrib.m.double_sided) - gl_state_disable_cull_face(); + gl_rend_state.disable_cull_face(); GLuint tex_id = -1; int32_t tex_index = 0; @@ -467,7 +467,7 @@ namespace mdl { if (tex_id == -1) tex_id = rctx->empty_texture_2d->glid;; - gl_state_active_bind_texture_2d(tex_index, tex_id); + gl_rend_state.active_bind_texture_2d(tex_index, tex_id); int32_t wrap_s; if (texdata->attrib.m.mirror_u) @@ -486,7 +486,7 @@ namespace mdl { wrap_t = 0; texture* tex = texture_manager_get_texture(texture_id); - gl_state_bind_sampler(tex_index, rctx->samplers[(wrap_t * 3 + wrap_s) * 2 + gl_rend_state.bind_sampler(tex_index, rctx->samplers[(wrap_t * 3 + wrap_s) * 2 + (!tex || tex->max_mipmap_level > 0 ? 1 : 0)]); } } @@ -502,9 +502,9 @@ namespace mdl { sub_mesh->index_offset); if (tex_id != -1) - gl_state_active_bind_texture_2d(tex_index, rctx->empty_texture_2d->glid); + gl_rend_state.active_bind_texture_2d(tex_index, rctx->empty_texture_2d->glid); - gl_state_enable_cull_face(); + gl_rend_state.enable_cull_face(); draw_object_vertex_attrib_reset_default(args); if (draw_state.shader_index != -1) @@ -598,7 +598,7 @@ static bool draw_object_blend_set( } } } - gl_state_set_blend_func(src_blend_factor, dst_blend_factor); + gl_rend_state.set_blend_func(src_blend_factor, dst_blend_factor); return dst_blend_factor == GL_ONE; } @@ -636,17 +636,17 @@ static void draw_object_chara_color_fog_set(const mdl::ObjSubMeshArgs* args, boo static void draw_object_material_reset_default(const obj_material_data* mat_data) { if (mat_data) { - gl_state_enable_cull_face(); + gl_rend_state.enable_cull_face(); obj_material_attrib_member attrib = mat_data->material.attrib.m; if ((attrib.alpha_texture || attrib.alpha_material) && !attrib.punch_through) - gl_state_set_blend_func(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + gl_rend_state.set_blend_func(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); } uniform_value_reset(); } static void draw_object_material_reset_reflect() { - gl_state_active_bind_texture_2d(0, rctx->empty_texture_2d->glid); - gl_state_enable_cull_face(); + gl_rend_state.active_bind_texture_2d(0, rctx->empty_texture_2d->glid); + gl_rend_state.enable_cull_face(); uniform_value_reset(); } @@ -715,11 +715,11 @@ static void draw_object_material_set_default(const mdl::ObjSubMeshArgs* args, bo } if (tex_type == OBJ_MATERIAL_TEXTURE_ENVIRONMENT_CUBE) { - gl_state_active_bind_texture_cube_map(tex_index, tex_id); - gl_state_bind_sampler(tex_index, 0); + gl_rend_state.active_bind_texture_cube_map(tex_index, tex_id); + gl_rend_state.bind_sampler(tex_index, 0); } else { - gl_state_active_bind_texture_2d(tex_index, tex_id); + gl_rend_state.active_bind_texture_2d(tex_index, tex_id); int32_t wrap_s; if (texdata->attrib.m.mirror_u) @@ -738,7 +738,7 @@ static void draw_object_material_set_default(const mdl::ObjSubMeshArgs* args, bo wrap_t = 0; texture* tex = texture_manager_get_texture(texture_id); - gl_state_bind_sampler(tex_index, rctx->samplers[(wrap_t * 3 + wrap_s) * 2 + gl_rend_state.bind_sampler(tex_index, rctx->samplers[(wrap_t * 3 + wrap_s) * 2 + (!tex || tex->max_mipmap_level > 0 ? 1 : 0)]); } @@ -763,7 +763,7 @@ static void draw_object_material_set_default(const mdl::ObjSubMeshArgs* args, bo } if (material->material.attrib.m.double_sided) { - gl_state_disable_cull_face(); + gl_rend_state.disable_cull_face(); if (!material->material.attrib.m.normal_dir_light) uniform->arr[U0B] = 1; } @@ -903,7 +903,7 @@ static void draw_object_material_set_reflect(const mdl::ObjSubMeshArgs* args) { const obj_material_data* material = args->material; const prj::vector* textures = args->textures; if (material->material.attrib.m.double_sided) - gl_state_disable_cull_face(); + gl_rend_state.disable_cull_face(); const obj_material_texture_data* texdata = material->material.texdata; for (int32_t i = 0; i < 1; i++, texdata++) { @@ -926,7 +926,7 @@ static void draw_object_material_set_reflect(const mdl::ObjSubMeshArgs* args) { if (tex_id == -1) tex_id = rctx->empty_texture_2d->glid;; - gl_state_active_bind_texture_2d(i, tex_id); + gl_rend_state.active_bind_texture_2d(i, tex_id); int32_t wrap_s; if (texdata->attrib.m.mirror_u) @@ -945,7 +945,7 @@ static void draw_object_material_set_reflect(const mdl::ObjSubMeshArgs* args) { wrap_t = 0; texture* tex = texture_manager_get_texture(texture_id); - gl_state_bind_sampler(i, rctx->samplers[(wrap_t * 3 + wrap_s) * 2 + gl_rend_state.bind_sampler(i, rctx->samplers[(wrap_t * 3 + wrap_s) * 2 + (!tex || tex->max_mipmap_level > 0 ? 1 : 0)]); } @@ -1045,7 +1045,7 @@ static void draw_object_vertex_attrib_reset_default(const mdl::ObjSubMeshArgs* a /*if (args->instances_count) uniform->arr[U_INSTANCE] = 0;*/ - gl_state_active_texture(0); + gl_rend_state.active_texture(0); } static void draw_object_vertex_attrib_reset_reflect(const mdl::ObjSubMeshArgs* args) { @@ -1060,7 +1060,7 @@ static void draw_object_vertex_attrib_reset_reflect(const mdl::ObjSubMeshArgs* a uniform->arr[U_MORPH_COLOR] = 0; } - gl_state_active_texture(0); + gl_rend_state.active_texture(0); } static void draw_object_vertex_attrib_set_default(const mdl::ObjSubMeshArgs* args) { diff --git a/src/DivaGL/object.cpp b/src/DivaGL/object.cpp index 1dfec07..e13bd58 100644 --- a/src/DivaGL/object.cpp +++ b/src/DivaGL/object.cpp @@ -8,7 +8,7 @@ #include "../AFTModsShared/file_handler.hpp" #include "mdl/disp_manager.hpp" #include "pv_game/firstread.hpp" -#include "gl_state.hpp" +#include "gl_rend_state.hpp" #include "wrap.hpp" #include @@ -206,9 +206,9 @@ GLsizeiptr obj_mesh_vertex_buffer_divagl::get_size() { GLint buffer; GLint size; glGetIntegervDLL(GL_ARRAY_BUFFER_BINDING, &buffer); - gl_state_bind_element_array_buffer(buffers[0]); + gl_rend_state.bind_element_array_buffer(buffers[0]); glGetBufferParameteriv(target, GL_BUFFER_SIZE, &size); - gl_state_bind_element_array_buffer(buffer); + gl_rend_state.bind_element_array_buffer(buffer); return size; } #endif @@ -1163,12 +1163,12 @@ bool ObjsetInfo::vertex_buffer_load() { static GLuint create_index_buffer(size_t size, const void* data) { GLuint buffer = 0; glGenBuffers(1, &buffer); - gl_state_bind_element_array_buffer(buffer); + gl_rend_state.bind_element_array_buffer(buffer); if (DIVA_GL_VERSION_4_4) glBufferStorage(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)size, data, 0); else glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)size, data, GL_STATIC_DRAW); - gl_state_bind_element_array_buffer(0); + gl_rend_state.bind_element_array_buffer(0); if (glGetErrorDLL()) { glDeleteBuffers(1, &buffer); @@ -1183,14 +1183,14 @@ static GLuint create_index_buffer(size_t size, const void* data) { static GLuint create_vertex_buffer(size_t size, const void* data, bool dynamic) { GLuint buffer = 0; glGenBuffers(1, &buffer); - gl_state_bind_array_buffer(buffer); + gl_rend_state.bind_array_buffer(buffer); if (DIVA_GL_VERSION_4_4) glBufferStorage(GL_ARRAY_BUFFER, (GLsizeiptr)size, data, dynamic ? GL_DYNAMIC_STORAGE_BIT | GL_MAP_WRITE_BIT : 0); else glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)size, data, dynamic ? GL_DYNAMIC_DRAW : GL_STATIC_DRAW); - gl_state_bind_array_buffer(0); + gl_rend_state.bind_array_buffer(0); if (glGetErrorDLL()) { glDeleteBuffers(1, &buffer); @@ -1209,9 +1209,9 @@ static void free_index_buffer(GLuint buffer) { disp_manager->check_index_buffer(buffer); GLint size; - gl_state_bind_element_array_buffer(buffer); + gl_rend_state.bind_element_array_buffer(buffer); glGetBufferParameteriv(GL_ELEMENT_ARRAY_BUFFER, GL_BUFFER_SIZE, &size); - gl_state_bind_element_array_buffer(0); + gl_rend_state.bind_element_array_buffer(0); bufobj_mgr.ib_all_size -= size; glDeleteBuffers(1, &buffer); @@ -1225,9 +1225,9 @@ static void free_vertex_buffer(GLuint buffer) { disp_manager->check_vertex_buffer(buffer); GLint size = 0; - gl_state_bind_array_buffer(buffer); + gl_rend_state.bind_array_buffer(buffer); glGetBufferParameteriv(GL_ARRAY_BUFFER, GL_BUFFER_SIZE, &size); - gl_state_bind_array_buffer(0); + gl_rend_state.bind_array_buffer(0); bufobj_mgr.vb_all_size -= size; glDeleteBuffers(1, &buffer); diff --git a/src/DivaGL/render.cpp b/src/DivaGL/render.cpp index f7c5102..cff1ff7 100644 --- a/src/DivaGL/render.cpp +++ b/src/DivaGL/render.cpp @@ -5,7 +5,7 @@ #include "render.hpp" #include "rob/rob.hpp" -#include "gl_state.hpp" +#include "gl_rend_state.hpp" #include "render_context.hpp" #include "render_context.hpp" #include "shader_ft.hpp" @@ -36,10 +36,10 @@ namespace rndr { void Render::apply_post_process(texture* light_proj_tex, int32_t npr_param) { for (int32_t i = 0; i < 8; i++) - gl_state_bind_sampler(i, 0); + gl_rend_state.bind_sampler(i, 0); - gl_state_disable_depth_test(); - gl_state_disable_blend(); + gl_rend_state.disable_depth_test(); + gl_rend_state.disable_blend(); dof->apply(&rend_texture[0], &rctx->render_buffer); @@ -67,9 +67,9 @@ namespace rndr { else uniform->arr[U_REDUCE] = 0; - gl_state_set_viewport(0, 0, t->width, t->height); - gl_state_active_bind_texture_2d(0, taa_tex[taa_texture_selector]->glid); - gl_state_bind_sampler(0, rctx->render_samplers[0]); + gl_rend_state.set_viewport(0, 0, t->width, t->height); + gl_rend_state.active_bind_texture_2d(0, taa_tex[taa_texture_selector]->glid); + gl_rend_state.bind_sampler(0, rctx->render_samplers[0]); shaders_ft.set(SHADER_FT_REDUCE); draw_quad(render_post_width[0], render_post_height[0], render_post_width_scale, render_post_height_scale, @@ -89,7 +89,7 @@ namespace rndr { if (taa_blend < 0.0f || taa_blend >= 1.0f) taa_texture = taa_texture_selector; else { - gl_state_begin_event("taa_or_blur"); + gl_rend_state.begin_event("taa_or_blur"); bool blur; GLuint sampler; if (taa_blend > 0.99f) { @@ -103,13 +103,13 @@ namespace rndr { taa_texture = 2; taa_buffer[2].Bind(); - gl_state_set_viewport(0, 0, render_width[0], render_height[0]); - gl_state_active_bind_texture_2d(0, taa_tex[taa_texture_selector]->glid); - gl_state_bind_sampler(0, sampler); + gl_rend_state.set_viewport(0, 0, render_width[0], render_height[0]); + gl_rend_state.active_bind_texture_2d(0, taa_tex[taa_texture_selector]->glid); + gl_rend_state.bind_sampler(0, sampler); if (blur) { - gl_state_active_bind_texture_2d(2, rend_texture[0].depth_texture->glid); - gl_state_bind_sampler(2, sampler); + gl_rend_state.active_bind_texture_2d(2, rend_texture[0].depth_texture->glid); + gl_rend_state.bind_sampler(2, sampler); mat4 mat; mat4_invert(&cam_view_projection, &mat); @@ -128,8 +128,8 @@ namespace rndr { int32_t taa_texture_selector = this->taa_texture_selector + 1; if (taa_texture_selector > taa) taa_texture_selector = 0; - gl_state_active_bind_texture_2d(1, taa_tex[taa_texture_selector]->glid); - gl_state_bind_sampler(1, sampler); + gl_rend_state.active_bind_texture_2d(1, taa_tex[taa_texture_selector]->glid); + gl_rend_state.bind_sampler(1, sampler); uniform->arr[U_REDUCE] = 5; } @@ -138,7 +138,7 @@ namespace rndr { draw_quad(render_post_width[0], render_post_height[0], render_post_width_scale, render_post_height_scale, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, taa_blend); - gl_state_end_event(); + gl_rend_state.end_event(); } if (taa) { @@ -149,10 +149,10 @@ namespace rndr { } rctx->screen_buffer.Bind(); - gl_state_set_viewport(0, 0, rctx->screen_width, rctx->screen_height); + gl_rend_state.set_viewport(0, 0, rctx->screen_width, rctx->screen_height); if (ssaa) { - gl_state_active_bind_texture_2d(0, taa_tex[taa_texture]->glid); - gl_state_bind_sampler(0, rctx->render_samplers[0]); + gl_rend_state.active_bind_texture_2d(0, taa_tex[taa_texture]->glid); + gl_rend_state.bind_sampler(0, rctx->render_samplers[0]); uniform->arr[U_ALPHA_MASK] = ss_alpha_mask ? 1 : 0; uniform->arr[U_REDUCE] = 0; shaders_ft.set(SHADER_FT_REDUCE); @@ -162,11 +162,11 @@ namespace rndr { uniform->arr[U_ALPHA_MASK] = 0; } else { - gl_state_active_bind_texture_2d(0, taa_tex[taa_texture]->glid); + gl_rend_state.active_bind_texture_2d(0, taa_tex[taa_texture]->glid); if (mag_filter == MAG_FILTER_NEAREST) - gl_state_bind_sampler(0, rctx->render_samplers[1]); + gl_rend_state.bind_sampler(0, rctx->render_samplers[1]); else - gl_state_bind_sampler(0, rctx->render_samplers[0]); + gl_rend_state.bind_sampler(0, rctx->render_samplers[0]); switch (mag_filter) { case MAG_FILTER_NEAREST: @@ -196,13 +196,13 @@ namespace rndr { shader::unbind(); for (int32_t i = 0; i < 8; i++) - gl_state_bind_sampler(i, 0); + gl_rend_state.bind_sampler(i, 0); fbo_blit(rctx->screen_buffer.fbos[0], 0, 0, 0, rctx->screen_width, rctx->screen_height, 0, 0, rctx->screen_width, rctx->screen_height, GL_COLOR_BUFFER_BIT, GL_LINEAR); - gl_state_bind_framebuffer(0); + gl_rend_state.bind_framebuffer(0); } void Render::bind_render_texture(bool aet_back) { @@ -212,18 +212,18 @@ namespace rndr { } else rend_texture[0].Bind(); - gl_state_set_viewport(0, 0, render_width[0], render_height[0]); + gl_rend_state.set_viewport(0, 0, render_width[0], render_height[0]); } void Render::calc_exposure_chara_data() { shader::unbind(); - gl_state_set_color_mask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); - gl_state_set_depth_mask(GL_FALSE); - gl_state_disable_cull_face(); + gl_rend_state.set_color_mask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); + gl_rend_state.set_depth_mask(GL_FALSE); + gl_rend_state.disable_cull_face(); shaders_ft.set(SHADER_FT_SUN_NO_TEXTURED); - gl_state_bind_vertex_array(rctx->common_vao); + gl_rend_state.bind_vertex_array(rctx->common_vao); rctx->sun_quad_ubo.Bind(0); mat4 view; @@ -279,11 +279,11 @@ namespace rndr { } } - gl_state_bind_vertex_array(0); + gl_rend_state.bind_vertex_array(0); - gl_state_set_color_mask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); - gl_state_set_depth_mask(GL_TRUE); - gl_state_enable_cull_face(); + gl_rend_state.set_color_mask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); + gl_rend_state.set_depth_mask(GL_TRUE); + gl_rend_state.enable_cull_face(); } void Render::calc_projection_matrix(mat4* mat, float_t fov, float_t aspect, float_t z_near, float_t z_far, @@ -323,7 +323,7 @@ namespace rndr { rctx->quad_ubo.WriteMemory(quad); rctx->quad_ubo.Bind(0); - gl_state_bind_vertex_array(rctx->common_vao); + gl_rend_state.bind_vertex_array(rctx->common_vao); shaders_ft.draw_arrays(GL_TRIANGLE_STRIP, 0, 4); } @@ -401,9 +401,9 @@ namespace rndr { sun_quad_shader_data shader_data = {}; shader_data.g_emission = emission; - gl_state_active_bind_texture_2d(0, tex); + gl_rend_state.active_bind_texture_2d(0, tex); shaders_ft.set(SHADER_FT_SUN); - gl_state_bind_vertex_array(rctx->common_vao); + gl_rend_state.bind_vertex_array(rctx->common_vao); rctx->sun_quad_ubo.Bind(0); int32_t query_index = (lens_flare_query_index + 1) % 3; @@ -416,9 +416,9 @@ namespace rndr { if (lens_flare_query_data[next_query_index] == -1) lens_flare_query_data[next_query_index] = 0; - gl_state_set_color_mask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); - gl_state_set_depth_mask(GL_FALSE); - gl_state_disable_cull_face(); + gl_rend_state.set_color_mask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); + gl_rend_state.set_depth_mask(GL_FALSE); + gl_rend_state.disable_cull_face(); mat4 mat; mat4_mul_translate(&view, &position, &mat); @@ -453,9 +453,9 @@ namespace rndr { shaders_ft.draw_arrays(GL_TRIANGLE_STRIP, 0, 4); glEndQuery(GL_SAMPLES_PASSED); - gl_state_set_color_mask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); - gl_state_set_depth_mask(GL_TRUE); - gl_state_enable_cull_face(); + gl_rend_state.set_color_mask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); + gl_rend_state.set_depth_mask(GL_TRUE); + gl_rend_state.enable_cull_face(); if (lens_shaft_query_data[query_index] != -1) { int32_t res = 0; @@ -472,9 +472,9 @@ namespace rndr { } if (emission.x + emission.y + emission.z > 0.0f) { - gl_state_enable_blend(); - gl_state_set_blend_func(GL_ONE, GL_ONE); - gl_state_set_depth_mask(GL_FALSE); + gl_rend_state.enable_blend(); + gl_rend_state.set_blend_func(GL_ONE, GL_ONE); + gl_rend_state.set_depth_mask(GL_FALSE); mat4_mul_translate(&view, &position, &mat); mat4_clear_rot(&mat, &mat); @@ -490,13 +490,13 @@ namespace rndr { shaders_ft.draw_arrays(GL_TRIANGLE_STRIP, 0, 4); - gl_state_disable_blend(); - gl_state_set_blend_func(GL_ONE, GL_ZERO); - gl_state_set_depth_mask(GL_TRUE); + gl_rend_state.disable_blend(); + gl_rend_state.set_blend_func(GL_ONE, GL_ZERO); + gl_rend_state.set_depth_mask(GL_TRUE); } - gl_state_active_bind_texture_2d(0, 0); - gl_state_bind_vertex_array(0); + gl_rend_state.active_bind_texture_2d(0, 0); + gl_rend_state.bind_vertex_array(0); if (lens_flare_appear_power <= 0.01f) lens_flare_appear_power = 0.0f; @@ -673,10 +673,10 @@ namespace rndr { rend_texture[0].Init(render_post_width[0], render_post_height[0], 0, GL_RGBA16F, GL_DEPTH_COMPONENT24); - gl_state_bind_texture_2d(rend_texture[0].GetColorTex()); + gl_rend_state.bind_texture_2d(rend_texture[0].GetColorTex()); glTexParameteriDLL(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); - gl_state_bind_texture_2d(rend_texture[0].GetDepthTex()); + gl_rend_state.bind_texture_2d(rend_texture[0].GetDepthTex()); GLint swizzle[] = { GL_RED, GL_RED, GL_RED, GL_ONE }; glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzle); @@ -694,19 +694,19 @@ namespace rndr { temp_buffer.Init(render_post_width[0], render_post_height[0], 0, GL_RGBA8, GL_ZERO); sss_contour_texture = &mlaa_buffer; - gl_state_bind_texture_2d(mlaa_buffer.GetDepthTex()); + gl_rend_state.bind_texture_2d(mlaa_buffer.GetDepthTex()); glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzle); for (int32_t i = 1; i < downsample_count; i++) { rend_texture[i].Init(render_post_width[i], render_post_height[i], 0, GL_RGBA16F, GL_ZERO); - gl_state_bind_texture_2d(rend_texture[i].GetColorTex()); + gl_rend_state.bind_texture_2d(rend_texture[i].GetColorTex()); glTexParameteriDLL(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); } downsample_texture.Init(reduce_width[0], reduce_height[0], 0, GL_RGBA16F, GL_ZERO); - gl_state_bind_texture_2d(downsample_texture.GetColorTex()); + gl_rend_state.bind_texture_2d(downsample_texture.GetColorTex()); const vec4 border_color = 0.0f; glTexParameterfvDLL(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, (GLfloat*)&border_color); @@ -729,7 +729,7 @@ namespace rndr { for (int32_t i = 0; i < 5; i++) { reduce_tex[i] = texture_load_tex_2d(texture_id(0x25, texture_counter++), GL_RGBA16F, reduce_width[i], reduce_height[i], 0, 0, 0); - gl_state_bind_texture_2d(reduce_tex[i]->glid); + gl_rend_state.bind_texture_2d(reduce_tex[i]->glid); const vec4 border_color = 0.0f; glTexParameterfvDLL(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, (GLfloat*)&border_color); @@ -743,18 +743,18 @@ namespace rndr { GL_RGBA16F, 32, 2, 0, 0, 0); glGenTextures(1, &exposure_tex); - gl_state_bind_texture_2d(exposure_tex); + gl_rend_state.bind_texture_2d(exposure_tex); glTexImage2DDLL(GL_TEXTURE_2D, 0, GL_RGBA32F, 2, 2, 0, GL_RGBA, GL_FLOAT, 0); glTexParameteriDLL(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteriDLL(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteriDLL(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteriDLL(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); - gl_state_bind_texture_2d(0); + gl_rend_state.bind_texture_2d(0); exposure_texture.SetColorDepthTextures(exposure_tex); glGenTextures(1, &tonemap_lut_texture); - gl_state_bind_texture_2d(tonemap_lut_texture); + gl_rend_state.bind_texture_2d(tonemap_lut_texture); glTexImage2DDLL(GL_TEXTURE_2D, 0, GL_RG16F, 16 * TONE_MAP_SAT_GAMMA_SAMPLES, 1, 0, GL_RG, GL_HALF_FLOAT, 0); glTexParameteriDLL(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteriDLL(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); @@ -762,7 +762,7 @@ namespace rndr { glTexParameteriDLL(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); const GLint swizzle[] = { GL_RED, GL_RED, GL_RED, GL_GREEN }; glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzle); - gl_state_bind_texture_2d(0); + gl_rend_state.bind_texture_2d(0); generate_mlaa_area_texture(); @@ -855,13 +855,13 @@ namespace rndr { texture* movie_texture = sub_14041ED80(task_movie); if (movie_texture) { movie_textures[0].Bind(); - gl_state_set_viewport(0, 0, movie_textures_data[0]->width, movie_textures_data[0]->height); - gl_state_active_bind_texture_2d(0, movie_texture->glid); + gl_rend_state.set_viewport(0, 0, movie_textures_data[0]->width, movie_textures_data[0]->height); + gl_rend_state.active_bind_texture_2d(0, movie_texture->glid); uniform->arr[U_REDUCE] = 0; shaders_ft.set(SHADER_FT_REDUCE); draw_quad(movie_texture->width, movie_texture->height, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f); - gl_state_bind_framebuffer(0); + gl_rend_state.bind_framebuffer(0); } } } @@ -923,10 +923,10 @@ namespace rndr { rend_texture[0].Init(render_post_width[0], render_post_height[0], 0, GL_RGBA16F, GL_DEPTH_COMPONENT24); - gl_state_bind_texture_2d(rend_texture[0].GetColorTex()); + gl_rend_state.bind_texture_2d(rend_texture[0].GetColorTex()); glTexParameteriDLL(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); - gl_state_bind_texture_2d(rend_texture[0].GetDepthTex()); + gl_rend_state.bind_texture_2d(rend_texture[0].GetDepthTex()); GLint swizzle[] = { GL_RED, GL_RED, GL_RED, GL_ONE }; glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzle); @@ -948,13 +948,13 @@ namespace rndr { temp_buffer.Init(render_post_width[0], render_post_height[0], 0, GL_RGBA8, GL_ZERO); sss_contour_texture = &mlaa_buffer; - gl_state_bind_texture_2d(mlaa_buffer.GetDepthTex()); + gl_rend_state.bind_texture_2d(mlaa_buffer.GetDepthTex()); glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzle); for (int32_t i = 1; i < downsample_count; i++) { rend_texture[i].Init(render_post_width[i], render_post_height[i], 0, GL_RGBA16F, GL_ZERO); - gl_state_bind_texture_2d(rend_texture[i].GetColorTex()); + gl_rend_state.bind_texture_2d(rend_texture[i].GetColorTex()); glTexParameteriDLL(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); } @@ -976,9 +976,9 @@ namespace rndr { shaders_ft.set(SHADER_FT_REDUCE); for (int32_t i = 1; i < downsample_count - 1; i++) { rend_texture[i].Bind(); - gl_state_active_bind_texture_2d(0, rend_texture[i - 1].GetColorTex()); - gl_state_bind_sampler(0, rctx->render_samplers[0]); - gl_state_set_viewport(0, 0, render_width[i], render_height[i]); + gl_rend_state.active_bind_texture_2d(0, rend_texture[i - 1].GetColorTex()); + gl_rend_state.bind_sampler(0, rctx->render_samplers[0]); + gl_rend_state.set_viewport(0, 0, render_width[i], render_height[i]); draw_quad( render_post_width[i - 1], render_post_height[i - 1], render_post_width_scale, render_post_height_scale, @@ -989,18 +989,18 @@ namespace rndr { shaders_ft.set(SHADER_FT_REDUCE); int32_t downsample = max_def(downsample_count - 2, 0); - gl_state_set_viewport(0, 0, reduce_width[0], reduce_height[0]); + gl_rend_state.set_viewport(0, 0, reduce_width[0], reduce_height[0]); reduce_texture[0].Bind(); - gl_state_active_bind_texture_2d(0, rend_texture[downsample].GetColorTex()); - gl_state_bind_sampler(0, rctx->render_samplers[0]); + gl_rend_state.active_bind_texture_2d(0, rend_texture[downsample].GetColorTex()); + gl_rend_state.bind_sampler(0, rctx->render_samplers[0]); draw_quad( render_post_width[downsample], render_post_height[downsample], render_post_width_scale, render_post_height_scale, 0.0f, 0.0f, 1.0f, 1.1f, 1.1f, 1.1f, 0.0f); downsample_texture.Bind(); - gl_state_active_bind_texture_2d(0, reduce_tex[0]->glid); - gl_state_bind_sampler(0, rctx->render_samplers[2]); + gl_rend_state.active_bind_texture_2d(0, reduce_tex[0]->glid); + gl_rend_state.bind_sampler(0, rctx->render_samplers[2]); for (int32_t i = 1; i < 5; i++) { float_t scale; if (i == 4) { @@ -1015,11 +1015,11 @@ namespace rndr { shaders_ft.set(SHADER_FT_REDUCE); } - gl_state_set_viewport(0, 0, reduce_width[i], reduce_height[i]); + gl_rend_state.set_viewport(0, 0, reduce_width[i], reduce_height[i]); draw_quad(reduce_width[i - 1], reduce_height[i - 1], 1.0f, 1.0f, 0.0f, 0.0f, scale, 1.0f, 1.0f, 1.0f, 1.0f); - gl_state_active_bind_texture_2d(0, reduce_tex[i]->glid); - gl_state_bind_sampler(0, rctx->render_samplers[2]); + gl_rend_state.active_bind_texture_2d(0, reduce_tex[i]->glid); + gl_rend_state.bind_sampler(0, rctx->render_samplers[2]); glCopyTexSubImage2DDLL(GL_TEXTURE_2D, 0, 0, 0, 0, 0, reduce_width[i], reduce_height[i]); } } @@ -1052,16 +1052,16 @@ namespace rndr { texture* rend_tex = render_textures_data[index]; uniform->arr[U_REDUCE] = 0; - gl_state_set_viewport(0, 0, rend_tex->width, rend_tex->height); - gl_state_active_bind_texture_2d(0, rctx->screen_buffer.GetColorTex()); - gl_state_bind_sampler(0, rctx->render_samplers[0]); + gl_rend_state.set_viewport(0, 0, rend_tex->width, rend_tex->height); + gl_rend_state.active_bind_texture_2d(0, rctx->screen_buffer.GetColorTex()); + gl_rend_state.bind_sampler(0, rctx->render_samplers[0]); shaders_ft.set(SHADER_FT_REDUCE); draw_quad(rend_tex->width, rend_tex->height, x_max, 1.0f, x_min, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f); shader::unbind(); - gl_state_bind_framebuffer(0); - gl_state_active_bind_texture_2d(0, 0); - gl_state_bind_sampler(0, 0); + gl_rend_state.bind_framebuffer(0); + gl_rend_state.active_bind_texture_2d(0, 0); + gl_rend_state.bind_sampler(0, 0); render_texture_free(tex, true); } @@ -1147,11 +1147,11 @@ namespace rndr { } void Render::apply_mlaa(int32_t destination, int32_t source, int32_t mlaa) { - gl_state_begin_event("PostProcess::mlaa"); + gl_rend_state.begin_event("PostProcess::mlaa"); if (mlaa) { mlaa_buffer.Bind(); - gl_state_active_bind_texture_2d(0, taa_tex[source]->glid); - gl_state_bind_sampler(0, rctx->render_samplers[1]); + gl_rend_state.active_bind_texture_2d(0, taa_tex[source]->glid); + gl_rend_state.bind_sampler(0, rctx->render_samplers[1]); uniform->arr[U_MLAA] = 0; shaders_ft.set(SHADER_FT_MLAA); draw_quad(render_post_width[0], render_post_height[0], @@ -1159,10 +1159,10 @@ namespace rndr { 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f); temp_buffer.Bind(); - gl_state_active_bind_texture_2d(0, mlaa_buffer.GetColorTex()); - gl_state_active_bind_texture_2d(1, mlaa_area_texture); - gl_state_bind_sampler(0, rctx->render_samplers[0]); - gl_state_bind_sampler(1, rctx->render_samplers[3]); + gl_rend_state.active_bind_texture_2d(0, mlaa_buffer.GetColorTex()); + gl_rend_state.active_bind_texture_2d(1, mlaa_area_texture); + gl_rend_state.bind_sampler(0, rctx->render_samplers[0]); + gl_rend_state.bind_sampler(1, rctx->render_samplers[3]); uniform->arr[U_MLAA] = 1; uniform->arr[U_MLAA_SEARCH] = 2; shaders_ft.set(SHADER_FT_MLAA); @@ -1171,10 +1171,10 @@ namespace rndr { 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f); taa_buffer[destination].Bind(); - gl_state_active_bind_texture_2d(0, taa_tex[source]->glid); - gl_state_active_bind_texture_2d(1, temp_buffer.GetColorTex()); - gl_state_bind_sampler(0, rctx->render_samplers[1]); - gl_state_bind_sampler(1, rctx->render_samplers[1]); + gl_rend_state.active_bind_texture_2d(0, taa_tex[source]->glid); + gl_rend_state.active_bind_texture_2d(1, temp_buffer.GetColorTex()); + gl_rend_state.bind_sampler(0, rctx->render_samplers[1]); + gl_rend_state.bind_sampler(1, rctx->render_samplers[1]); uniform->arr[U_MLAA] = 2; uniform->arr[U_ALPHA_MASK] = ss_alpha_mask ? 1 : 0; shaders_ft.set(SHADER_FT_MLAA); @@ -1182,27 +1182,27 @@ namespace rndr { render_post_width_scale, render_post_height_scale, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f); uniform->arr[U_ALPHA_MASK] = 0; - gl_state_active_bind_texture_2d(0, 0); - gl_state_active_bind_texture_2d(1, 0); + gl_rend_state.active_bind_texture_2d(0, 0); + gl_rend_state.active_bind_texture_2d(1, 0); } else { taa_buffer[destination].Bind(); - gl_state_active_bind_texture_2d(0, taa_tex[source]->glid); - gl_state_bind_sampler(0, rctx->render_samplers[1]); + gl_rend_state.active_bind_texture_2d(0, taa_tex[source]->glid); + gl_rend_state.bind_sampler(0, rctx->render_samplers[1]); uniform->arr[U_REDUCE] = 0; shaders_ft.set(SHADER_FT_REDUCE); draw_quad(render_post_width[0], render_post_height[0], render_post_width_scale, render_post_height_scale, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f); } - gl_state_end_event(); + gl_rend_state.end_event(); } void Render::apply_tone_map(texture* light_proj_tex, int32_t npr_param) { if (!this) return; - gl_state_begin_event("PostProcess::tone_map"); + gl_rend_state.begin_event("PostProcess::tone_map"); update_tone_map_lut(); @@ -1236,21 +1236,21 @@ namespace rndr { shader_data.g_texcoord_transforms[2] = { 1.0f, 0.0f, 0.0f, 0.0f }; shader_data.g_texcoord_transforms[3] = { 0.0f, 1.0f, 0.0f, 0.0f }; - gl_state_active_bind_texture_2d(0, rend_texture[0].GetColorTex()); - gl_state_bind_sampler(0, rctx->render_samplers[1]); - gl_state_active_bind_texture_2d(1, reduce_tex_draw); - gl_state_bind_sampler(1, rctx->render_samplers[2]); - gl_state_active_bind_texture_2d(2, tonemap_lut_texture); - gl_state_bind_sampler(2, rctx->render_samplers[0]); - gl_state_active_bind_texture_2d(3, exposure_tex); - gl_state_bind_sampler(3, rctx->render_samplers[3]); + gl_rend_state.active_bind_texture_2d(0, rend_texture[0].GetColorTex()); + gl_rend_state.bind_sampler(0, rctx->render_samplers[1]); + gl_rend_state.active_bind_texture_2d(1, reduce_tex_draw); + gl_rend_state.bind_sampler(1, rctx->render_samplers[2]); + gl_rend_state.active_bind_texture_2d(2, tonemap_lut_texture); + gl_rend_state.bind_sampler(2, rctx->render_samplers[0]); + gl_rend_state.active_bind_texture_2d(3, exposure_tex); + gl_rend_state.bind_sampler(3, rctx->render_samplers[3]); if (lens_flare_texture) { const float_t aspect = (float_t)height / (float_t)width; uniform->arr[U_FLARE] = 1; - gl_state_active_bind_texture_2d(4, lens_flare_texture); - gl_state_bind_sampler(4, rctx->render_samplers[2]); + gl_rend_state.active_bind_texture_2d(4, lens_flare_texture); + gl_rend_state.bind_sampler(4, rctx->render_samplers[2]); mat4 mat; mat4_translate(0.5f, 0.5f, 0.0f, &mat); @@ -1266,8 +1266,8 @@ namespace rndr { if (lens_shaft_scale < 50.0f) { uniform->arr[U_FLARE] = 2; - gl_state_active_bind_texture_2d(5, lens_shaft_texture); - gl_state_bind_sampler(5, rctx->render_samplers[2]); + gl_rend_state.active_bind_texture_2d(5, lens_shaft_texture); + gl_rend_state.bind_sampler(5, rctx->render_samplers[2]); mat4_translate(0.5f, 0.5f, 0.0f, &mat); mat4_scale_rot(&mat, lens_shaft_scale, lens_shaft_scale, 1.0f, &mat); @@ -1281,18 +1281,18 @@ namespace rndr { shader_data.g_texcoord_transforms[7] = mat.row1; } else { - gl_state_active_bind_texture_2d(5, rctx->empty_texture_2d->glid); - gl_state_bind_sampler(5, rctx->render_samplers[2]); + gl_rend_state.active_bind_texture_2d(5, rctx->empty_texture_2d->glid); + gl_rend_state.bind_sampler(5, rctx->render_samplers[2]); shader_data.g_texcoord_transforms[6] = { 1.0f, 0.0f, 0.0f, 0.0f }; shader_data.g_texcoord_transforms[7] = { 0.0f, 1.0f, 0.0f, 0.0f }; } } else { - gl_state_active_bind_texture_2d(4, rctx->empty_texture_2d->glid); - gl_state_bind_sampler(4, rctx->render_samplers[2]); - gl_state_active_bind_texture_2d(5, rctx->empty_texture_2d->glid); - gl_state_bind_sampler(5, rctx->render_samplers[2]); + gl_rend_state.active_bind_texture_2d(4, rctx->empty_texture_2d->glid); + gl_rend_state.bind_sampler(4, rctx->render_samplers[2]); + gl_rend_state.active_bind_texture_2d(5, rctx->empty_texture_2d->glid); + gl_rend_state.bind_sampler(5, rctx->render_samplers[2]); shader_data.g_texcoord_transforms[4] = { 1.0f, 0.0f, 0.0f, 0.0f }; shader_data.g_texcoord_transforms[5] = { 0.0f, 1.0f, 0.0f, 0.0f }; @@ -1301,38 +1301,38 @@ namespace rndr { } if (aet_back) { - gl_state_active_bind_texture_2d(6, aet_back_tex->glid); - gl_state_bind_sampler(6, rctx->render_samplers[2]); + gl_rend_state.active_bind_texture_2d(6, aet_back_tex->glid); + gl_rend_state.bind_sampler(6, rctx->render_samplers[2]); uniform->arr[U_AET_BACK] = 1; } if (light_proj_tex) { uniform->arr[U_LIGHT_PROJ] = 1; - gl_state_active_bind_texture_2d(7, light_proj_tex->glid); - gl_state_bind_sampler(7, rctx->render_samplers[2]); + gl_rend_state.active_bind_texture_2d(7, light_proj_tex->glid); + gl_rend_state.bind_sampler(7, rctx->render_samplers[2]); shader_data.g_flare_coef.z = 1.0f; } else { - gl_state_active_bind_texture_2d(7, rctx->empty_texture_2d->glid); - gl_state_bind_sampler(7, rctx->render_samplers[2]); + gl_rend_state.active_bind_texture_2d(7, rctx->empty_texture_2d->glid); + gl_rend_state.bind_sampler(7, rctx->render_samplers[2]); } if (aet_back && npr_param == 1) { - gl_state_active_bind_texture_2d(14, rend_texture[0].GetDepthTex()); - gl_state_bind_sampler(14, rctx->render_samplers[1]); + gl_rend_state.active_bind_texture_2d(14, rend_texture[0].GetDepthTex()); + gl_rend_state.bind_sampler(14, rctx->render_samplers[1]); } rctx->tone_map_ubo.WriteMemory(shader_data); - gl_state_set_viewport(0, 0, render_width[0], render_height[0]); + gl_rend_state.set_viewport(0, 0, render_width[0], render_height[0]); taa_buffer[2].Bind(); shaders_ft.set(SHADER_FT_TONEMAP); rctx->tone_map_ubo.Bind(1); - gl_state_bind_vertex_array(rctx->common_vao); + gl_rend_state.bind_vertex_array(rctx->common_vao); shaders_ft.draw_arrays(GL_TRIANGLE_STRIP, 0, 4); - gl_state_active_bind_texture_2d(2, 0); - gl_state_end_event(); + gl_rend_state.active_bind_texture_2d(2, 0); + gl_rend_state.end_event(); } @@ -1444,21 +1444,21 @@ namespace rndr { exposure_measure.g_spot_coefficients[i * 8 + j] = chara_data->spot_coefficients[j]; rctx->exposure_measure_ubo.WriteMemory(exposure_measure); - gl_state_set_viewport(0, 0, 32, 1); + gl_rend_state.set_viewport(0, 0, 32, 1); downsample_texture.Bind(); uniform->arr[U_EXPOSURE] = 1; shaders_ft.set(SHADER_FT_EXPOSURE); rctx->exposure_measure_ubo.Bind(1); - gl_state_active_bind_texture_2d(0, reduce_tex[4]->glid); - gl_state_active_bind_texture_2d(1, reduce_tex[2]->glid); - gl_state_bind_sampler(0, rctx->render_samplers[2]); - gl_state_bind_sampler(1, rctx->render_samplers[2]); + gl_rend_state.active_bind_texture_2d(0, reduce_tex[4]->glid); + gl_rend_state.active_bind_texture_2d(1, reduce_tex[2]->glid); + gl_rend_state.bind_sampler(0, rctx->render_samplers[2]); + gl_rend_state.bind_sampler(1, rctx->render_samplers[2]); draw_quad(1, 1, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f); - gl_state_active_bind_texture_2d(0, exposure_history->glid); - gl_state_bind_sampler(0, rctx->render_samplers[2]); + gl_rend_state.active_bind_texture_2d(0, exposure_history->glid); + gl_rend_state.bind_sampler(0, rctx->render_samplers[2]); if (reset_exposure) glCopyTexSubImage2DDLL(GL_TEXTURE_2D, 0, 0, 0, 0, 0, 32, 1); else @@ -1466,12 +1466,12 @@ namespace rndr { exposure_history_counter = (exposure_history_counter + 1) % 32; } - gl_state_set_viewport(0, 0, 1, 1); + gl_rend_state.set_viewport(0, 0, 1, 1); exposure_texture.Bind(); uniform->arr[U_EXPOSURE] = 2; shaders_ft.set(SHADER_FT_EXPOSURE); - gl_state_active_bind_texture_2d(0, exposure_history->glid); - gl_state_bind_sampler(0, rctx->render_samplers[0]); + gl_rend_state.active_bind_texture_2d(0, exposure_history->glid); + gl_rend_state.bind_sampler(0, rctx->render_samplers[0]); draw_quad(1, 1, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f); } @@ -1576,14 +1576,14 @@ namespace rndr { texture* dst_tex = j.texture; - gl_state_active_bind_texture_2d(0, j.type == FRAME_TEXTURE_PRE_PP ? pre_pp_tex : post_pp_tex); - gl_state_bind_sampler(0, rctx->render_samplers[0]); - gl_state_set_viewport(0, 0, dst_tex->width, dst_tex->height); + gl_rend_state.active_bind_texture_2d(0, j.type == FRAME_TEXTURE_PRE_PP ? pre_pp_tex : post_pp_tex); + gl_rend_state.bind_sampler(0, rctx->render_samplers[0]); + gl_rend_state.set_viewport(0, 0, dst_tex->width, dst_tex->height); uniform->arr[U_REDUCE] = 0; shaders_ft.set(SHADER_FT_REDUCE); draw_quad(dst_tex->width, dst_tex->height, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f); - gl_state_bind_framebuffer(0); + gl_rend_state.bind_framebuffer(0); } if (&i - frame_texture) @@ -1653,21 +1653,21 @@ namespace rndr { rctx->lens_ghost_vbo.UnmapMemory(); - gl_state_set_viewport(0, 0, render_width[0], render_height[0]); + gl_rend_state.set_viewport(0, 0, render_width[0], render_height[0]); rend_texture[0].Bind(); - gl_state_enable_blend(); - gl_state_set_blend_func(GL_ONE, GL_ONE); + gl_rend_state.enable_blend(); + gl_rend_state.set_blend_func(GL_ONE, GL_ONE); uniform->arr[U_REDUCE] = 4; shaders_ft.set(SHADER_FT_REDUCE); - gl_state_active_bind_texture_2d(0, lens_ghost_texture); - gl_state_bind_sampler(0, rctx->render_samplers[0]); - gl_state_bind_vertex_array(rctx->lens_ghost_vao); + gl_rend_state.active_bind_texture_2d(0, lens_ghost_texture); + gl_rend_state.bind_sampler(0, rctx->render_samplers[0]); + gl_rend_state.bind_vertex_array(rctx->lens_ghost_vao); shaders_ft.draw_arrays(GL_TRIANGLES, 0, (GLsizei)(lens_ghost_count * 6LL)); - gl_state_bind_vertex_array(0); + gl_rend_state.bind_vertex_array(0); - gl_state_disable_blend(); - gl_state_set_blend_func(GL_ONE, GL_ZERO); + gl_rend_state.disable_blend(); + gl_rend_state.set_blend_func(GL_ONE, GL_ZERO); } void Render::generate_mlaa_area_texture() { @@ -1680,10 +1680,10 @@ namespace rndr { calculate_mlaa_area_texture_data(data, cross1, cross2); glGenTextures(1, &mlaa_area_texture); - gl_state_bind_texture_2d(mlaa_area_texture); + gl_rend_state.bind_texture_2d(mlaa_area_texture); glPixelStoreiDLL(GL_UNPACK_ALIGNMENT, 1); glTexImage2DDLL(GL_TEXTURE_2D, 0, GL_RG8, MLAA_SIDE_LEN, MLAA_SIDE_LEN, 0, GL_RG, GL_UNSIGNED_BYTE, data); - gl_state_bind_texture_2d(0); + gl_rend_state.bind_texture_2d(0); free_def(data); } @@ -1696,18 +1696,18 @@ namespace rndr { downsample_texture.Bind(); for (int32_t i = 1; i < 4; i++) { - gl_state_set_viewport(0, 0, reduce_width[i], reduce_height[i]); - gl_state_active_bind_texture_2d(0, reduce_tex[i]->glid); - gl_state_bind_sampler(0, rctx->render_samplers[2]); + gl_rend_state.set_viewport(0, 0, reduce_width[i], reduce_height[i]); + gl_rend_state.active_bind_texture_2d(0, reduce_tex[i]->glid); + gl_rend_state.bind_sampler(0, rctx->render_samplers[2]); draw_quad(reduce_width[i], reduce_height[i], 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f); glCopyTexSubImage2DDLL(GL_TEXTURE_2D, 0, 0, 0, 0, 0, reduce_width[i], reduce_height[i]); } for (int32_t i = 1; i < 4; i++) { - gl_state_set_viewport(0, 0, reduce_width[i], reduce_height[i]); - gl_state_active_bind_texture_2d(0, reduce_tex[i]->glid); - gl_state_bind_sampler(0, rctx->render_samplers[2]); + gl_rend_state.set_viewport(0, 0, reduce_width[i], reduce_height[i]); + gl_rend_state.active_bind_texture_2d(0, reduce_tex[i]->glid); + gl_rend_state.bind_sampler(0, rctx->render_samplers[2]); draw_quad(reduce_width[i], reduce_height[i], 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f); glCopyTexSubImage2DDLL(GL_TEXTURE_2D, 0, 0, 0, 0, 0, reduce_width[i], reduce_height[i]); @@ -1716,9 +1716,9 @@ namespace rndr { uniform->arr[U_GAUSS] = 1; shaders_ft.set(SHADER_FT_GAUSS); - gl_state_set_viewport(0, 0, reduce_width[0], reduce_height[0]); - gl_state_active_bind_texture_2d(0, reduce_tex[0]->glid); - gl_state_bind_sampler(0, rctx->render_samplers[2]); + gl_rend_state.set_viewport(0, 0, reduce_width[0], reduce_height[0]); + gl_rend_state.active_bind_texture_2d(0, reduce_tex[0]->glid); + gl_rend_state.bind_sampler(0, rctx->render_samplers[2]); draw_quad(reduce_width[0], reduce_height[0], 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, intensity.x * 0.5f, intensity.y * 0.5f, intensity.z * 0.5f, 1.0f); @@ -1726,16 +1726,16 @@ namespace rndr { uniform->arr[U_REDUCE] = 7; shaders_ft.set(SHADER_FT_REDUCE); - gl_state_set_viewport(0, 0, reduce_width[0], reduce_height[0]); + gl_rend_state.set_viewport(0, 0, reduce_width[0], reduce_height[0]); reduce_texture[0].Bind(); - gl_state_active_bind_texture_2d(0, downsample_texture.GetColorTex()); - gl_state_active_bind_texture_2d(1, reduce_tex[1]->glid); - gl_state_active_bind_texture_2d(2, reduce_tex[2]->glid); - gl_state_active_bind_texture_2d(3, reduce_tex[3]->glid); - gl_state_bind_sampler(0, rctx->render_samplers[2]); - gl_state_bind_sampler(1, rctx->render_samplers[2]); - gl_state_bind_sampler(2, rctx->render_samplers[2]); - gl_state_bind_sampler(3, rctx->render_samplers[2]); + gl_rend_state.active_bind_texture_2d(0, downsample_texture.GetColorTex()); + gl_rend_state.active_bind_texture_2d(1, reduce_tex[1]->glid); + gl_rend_state.active_bind_texture_2d(2, reduce_tex[2]->glid); + gl_rend_state.active_bind_texture_2d(3, reduce_tex[3]->glid); + gl_rend_state.bind_sampler(0, rctx->render_samplers[2]); + gl_rend_state.bind_sampler(1, rctx->render_samplers[2]); + gl_rend_state.bind_sampler(2, rctx->render_samplers[2]); + gl_rend_state.bind_sampler(3, rctx->render_samplers[2]); draw_quad(reduce_width[3], reduce_height[3], 1.0f, 1.0f, 0.0f, 0.0f, 0.25f, 0.15f, 0.25f, 0.25f, 0.25f); reduce_tex_draw = reduce_tex[0]->glid; @@ -1777,7 +1777,7 @@ namespace rndr { glTextureSubImage2D(tonemap_lut_texture, 0, 0, 0, 16 * TONE_MAP_SAT_GAMMA_SAMPLES, 1, GL_RG, GL_FLOAT, tex_data); else { - gl_state_bind_texture_2d(tonemap_lut_texture); + gl_rend_state.bind_texture_2d(tonemap_lut_texture); glTexSubImage2DDLL(GL_TEXTURE_2D, 0, 0, 0, 16 * TONE_MAP_SAT_GAMMA_SAMPLES, 1, GL_RG, GL_FLOAT, tex_data); } diff --git a/src/DivaGL/render_context.cpp b/src/DivaGL/render_context.cpp index d1c79b2..5e545e0 100644 --- a/src/DivaGL/render_context.cpp +++ b/src/DivaGL/render_context.cpp @@ -48,8 +48,8 @@ void sss_data::init() { } void sss_data::set_texture(int32_t texture_index) { - gl_state_active_bind_texture_2d(16, textures[texture_index].GetColorTex()); - gl_state_active_texture(0); + gl_rend_state.active_bind_texture_2d(16, textures[texture_index].GetColorTex()); + gl_rend_state.active_texture(0); } void draw_state_struct::set_fog_height(bool value) { @@ -471,7 +471,7 @@ samplers(), render_samplers(), sprite_samplers(), screen_width(), screen_height( }; glGenVertexArrays(1, &box_vao); - gl_state_bind_vertex_array(box_vao); + gl_rend_state.bind_vertex_array(box_vao); box_vbo.Create(sizeof(box_texcoords), box_texcoords); box_vbo.Bind(); @@ -486,7 +486,7 @@ samplers(), render_samplers(), sprite_samplers(), screen_width(), screen_height( glVertexAttribPointer(3, 4, GL_FLOAT, GL_FALSE, sizeof(float_t) * 16, (void*)(sizeof(float_t) * 12)); glGenVertexArrays(1, &lens_ghost_vao); - gl_state_bind_vertex_array(lens_ghost_vao); + gl_rend_state.bind_vertex_array(lens_ghost_vao); lens_ghost_vbo.Create(sizeof(float_t) * 5 * (6 * 16)); lens_ghost_vbo.Bind(); @@ -495,8 +495,8 @@ samplers(), render_samplers(), sprite_samplers(), screen_width(), screen_height( glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(float_t) * 5, (void*)0); glEnableVertexAttribArray(1); glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(float_t) * 5, (void*)(sizeof(float_t) * 2)); - gl_state_bind_array_buffer(0); - gl_state_bind_vertex_array(0); + gl_rend_state.bind_array_buffer(0); + gl_rend_state.bind_vertex_array(0); glGenVertexArrays(1, &common_vao); @@ -966,20 +966,22 @@ void render_context::pre_proc() { if (!i.offset) continue; - size_t align = align_val(i.offset, sv_min_storage_buffer_alignment) - i.offset; + const size_t size = align_val(i.offset, sv_min_uniform_buffer_alignment); + const size_t align = size - i.offset; if (align) memset((void*)((size_t)i.data + i.offset), 0, align); - i.buffer.WriteMemory(0, i.size, i.data); + i.buffer.WriteMemory(0, size, i.data); } for (render_context::shared_uniform_buffer& i : shared_uniform_buffers) { if (!i.offset) continue; - size_t align = align_val(i.offset, sv_min_uniform_buffer_alignment) - i.offset; + const size_t size = align_val(i.offset, sv_min_uniform_buffer_alignment); + const size_t align = size - i.offset; if (align) memset((void*)((size_t)i.data + i.offset), 0, align); - i.buffer.WriteMemory(0, i.size, i.data); + i.buffer.WriteMemory(0, size, i.data); } } } diff --git a/src/DivaGL/render_manager.cpp b/src/DivaGL/render_manager.cpp index a13d9a1..3b295cf 100644 --- a/src/DivaGL/render_manager.cpp +++ b/src/DivaGL/render_manager.cpp @@ -13,7 +13,7 @@ #include "rob/rob.hpp" #include "clear_color.hpp" #include "effect.hpp" -#include "gl_state.hpp" +#include "gl_rend_state.hpp" #include "light_param.hpp" #include "render.hpp" #include "render_context.hpp" @@ -273,52 +273,52 @@ namespace rndr { static const vec4 color_clear = 0.0f; - gl_state_bind_framebuffer(0); + gl_rend_state.bind_framebuffer(0); glClearBufferfv(GL_COLOR, 0, (float_t*)&color_clear); rctx->set_scene_framebuffer_size(render->render_width[0], render->render_height[0], render->render_width[0], render->render_height[0]); - gl_state_set_color_mask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); - gl_state_enable_depth_test(); - gl_state_set_depth_func(GL_LEQUAL); - gl_state_set_depth_mask(GL_TRUE); + gl_rend_state.set_color_mask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); + gl_rend_state.enable_depth_test(); + gl_rend_state.set_depth_func(GL_LEQUAL); + gl_rend_state.set_depth_mask(GL_TRUE); - gl_state_begin_event("rndpass_render_all_pass::Caller::execute_pre3d"); + gl_rend_state.begin_event("rndpass_render_all_pass::Caller::execute_pre3d"); for (int32_t i = RND_PASSID_SHADOW; i <= RND_PASSID_CLEAR; i++) RenderManager::render_single_pass((RenderPassID)i); - gl_state_end_event(); + gl_rend_state.end_event(); - gl_state_begin_event("rndpass_render_all_pass::Caller::execute_3d"); + gl_rend_state.begin_event("rndpass_render_all_pass::Caller::execute_3d"); for (int32_t i = RND_PASSID_PRE_SPRITE; i <= RND_PASSID_3D; i++) RenderManager::render_single_pass((RenderPassID)i); - gl_state_end_event(); + gl_rend_state.end_event(); - gl_state_begin_event("rndpass_render_all_pass::Caller::execute_2d"); + gl_rend_state.begin_event("rndpass_render_all_pass::Caller::execute_2d"); for (int32_t i = RND_PASSID_SHOW_VECTOR; i <= RND_PASSID_12; i++) RenderManager::render_single_pass((RenderPassID)i); - gl_state_end_event(); + gl_rend_state.end_event(); disp_manager->check_vertex_arrays(); sprite_manager_post_draw(); - gl_state_bind_vertex_array(0); - gl_state_disable_primitive_restart(); - gl_state_bind_uniform_buffer(0); - gl_state_bind_uniform_buffer_base(0, 0); - gl_state_bind_uniform_buffer_base(1, 0); - gl_state_bind_uniform_buffer_base(2, 0); - gl_state_bind_uniform_buffer_base(3, 0); - gl_state_bind_uniform_buffer_base(4, 0); - gl_state_bind_shader_storage_buffer(0); - gl_state_bind_shader_storage_buffer_base(0, 0); + gl_rend_state.bind_vertex_array(0); + gl_rend_state.disable_primitive_restart(); + gl_rend_state.bind_uniform_buffer(0); + gl_rend_state.bind_uniform_buffer_base(0, 0); + gl_rend_state.bind_uniform_buffer_base(1, 0); + gl_rend_state.bind_uniform_buffer_base(2, 0); + gl_rend_state.bind_uniform_buffer_base(3, 0); + gl_rend_state.bind_uniform_buffer_base(4, 0); + gl_rend_state.bind_shader_storage_buffer(0); + gl_rend_state.bind_shader_storage_buffer_base(0, 0); } void RenderManager::render_single_pass(RenderPassID id) { cpu_time[id] = 0.0; gpu_time[id] = 0.0; if (!pass_sw[id]) { - gl_state_get_error(); + gl_get_error_print(); return; } @@ -359,7 +359,7 @@ namespace rndr { break; } render_pass_end(id); - gl_state_get_error(); + gl_get_error_print(); } void RenderManager::render_pass_begin() { @@ -380,8 +380,8 @@ namespace rndr { } void RenderManager::pass_shadow() { - gl_state_begin_event("pass_shadow"); - gl_state_begin_event("texproj"); + gl_rend_state.begin_event("pass_shadow"); + gl_rend_state.begin_event("texproj"); if (draw_pass_shadow_litproj_set()) { disp_manager->draw(mdl::OBJ_TYPE_OPAQUE); disp_manager->draw(mdl::OBJ_TYPE_TRANSPARENT); @@ -400,15 +400,15 @@ namespace rndr { disp_manager->draw(mdl::OBJ_TYPE_OPAQUE); disp_manager->draw(mdl::OBJ_TYPE_TRANSPARENT); disp_manager->obj_sort(&rctx->view_mat, mdl::OBJ_TYPE_TRANSLUCENT, 1); - gl_state_set_blend_func(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - gl_state_enable_blend(); + gl_rend_state.set_blend_func(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + gl_rend_state.enable_blend(); disp_manager->draw(mdl::OBJ_TYPE_TRANSLUCENT); - gl_state_disable_blend(); + gl_rend_state.disable_blend(); draw_state.shader_index = -1; - gl_state_bind_framebuffer(0); + gl_rend_state.bind_framebuffer(0); } } - gl_state_end_event(); + gl_rend_state.end_event(); bool v3 = false; int32_t v10[2]; @@ -434,10 +434,10 @@ namespace rndr { draw_pass_shadow_begin_make_shadowmap(shad, v11[i], j); disp_manager->draw((mdl::ObjType)(mdl::OBJ_TYPE_SHADOW_CHARA + v11[i])); if (disp_manager->get_obj_count((mdl::ObjType)(mdl::OBJ_TYPE_SHADOW_OBJECT_CHARA + v11[i])) > 0) { - gl_state_set_color_mask(show_stage_shadow + gl_rend_state.set_color_mask(show_stage_shadow ? GL_TRUE : GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); disp_manager->draw((mdl::ObjType)(mdl::OBJ_TYPE_SHADOW_OBJECT_CHARA + i)); - gl_state_set_color_mask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); + gl_rend_state.set_color_mask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); } draw_pass_shadow_end_make_shadowmap(shad, v11[i], j); j++; @@ -455,8 +455,8 @@ namespace rndr { } } shader::unbind(); - gl_state_bind_framebuffer(0); - gl_state_end_event(); + gl_rend_state.bind_framebuffer(0); + gl_rend_state.end_event(); } void RenderManager::pass_ss_sss() { @@ -464,13 +464,13 @@ namespace rndr { if (!sss->init_data || !sss->enable) return; - gl_state_begin_event("pass_ss_sss"); + gl_rend_state.begin_event("pass_ss_sss"); rndr::Render* rend = render; extern bool reflect_full; if (reflect_full && pass_sw[rndr::RND_PASSID_REFLECT] && draw_pass_reflect_get_obj_reflect_surface() && disp_manager->get_obj_count(mdl::OBJ_TYPE_SSS) && reflect_full_ptr) { - gl_state_begin_event("reflect"); + gl_rend_state.begin_event("reflect"); reflect_draw = true; rndr::Render* rend = render; @@ -484,7 +484,7 @@ namespace rndr { //} //else { // sss->textures[0].Bind(); - // gl_state_set_viewport(0, 0, 640, 360); + // gl_rend_state.set_viewport(0, 0, 640, 360); //} glClearColorDLL(sss->param.x, sss->param.y, sss->param.z, 0.0f); @@ -502,11 +502,11 @@ namespace rndr { set_reflect_mat(rctx); draw_state.shader_index = SHADER_FT_SSS_SKIN; - gl_state_enable_depth_test(); - gl_state_set_depth_func(GL_LEQUAL); - gl_state_set_depth_mask(GL_TRUE); + gl_rend_state.enable_depth_test(); + gl_rend_state.set_depth_func(GL_LEQUAL); + gl_rend_state.set_depth_mask(GL_TRUE); disp_manager->draw(mdl::OBJ_TYPE_SSS); - gl_state_disable_depth_test(); + gl_rend_state.disable_depth_test(); draw_state.shader_index = -1; draw_pass_3d_shadow_reset(); uniform->arr[U_NPR] = 0; @@ -521,12 +521,12 @@ namespace rndr { refl_tex.SetViewport(); glClearDLL(GL_DEPTH_BUFFER_BIT); draw_state.shader_index = SHADER_FT_SSS_SKIN; - gl_state_enable_depth_test(); - gl_state_set_depth_mask(GL_TRUE); + gl_rend_state.enable_depth_test(); + gl_rend_state.set_depth_mask(GL_TRUE); disp_manager->draw(mdl::OBJ_TYPE_SSS); - gl_state_disable_depth_test(); + gl_rend_state.disable_depth_test(); draw_state.shader_index = -1; - gl_state_bind_framebuffer(0); + gl_rend_state.bind_framebuffer(0); uniform->arr[U_NPR] = 1; draw_pass_sss_contour(rend); } @@ -534,7 +534,7 @@ namespace rndr { if (!sss->npr_contour) { sss->textures[0].Bind(); - gl_state_set_viewport(0, 0, 640, 360); + gl_rend_state.set_viewport(0, 0, 640, 360); filter_scene_shader_data filter_scene = {}; filter_scene.g_transform = { 1.0f, 1.0f, 0.0f, 0.0f }; @@ -551,15 +551,15 @@ namespace rndr { shaders_ft.set(SHADER_FT_IMGFILT); rctx->filter_scene_ubo.Bind(0); rctx->imgfilter_batch_ubo.Bind(1); - gl_state_active_bind_texture_2d(0, refl_tex.GetColorTex()); - gl_state_bind_sampler(0, rctx->render_samplers[0]); - gl_state_bind_vertex_array(rctx->common_vao); + gl_rend_state.active_bind_texture_2d(0, refl_tex.GetColorTex()); + gl_rend_state.bind_sampler(0, rctx->render_samplers[0]); + gl_rend_state.bind_vertex_array(rctx->common_vao); shaders_ft.draw_arrays(GL_TRIANGLE_STRIP, 0, 4); } draw_pass_sss_filter(sss); reflect_draw = false; - gl_state_end_event(); + gl_rend_state.end_event(); } //if (rend->render_width > 1280.0) @@ -571,7 +571,7 @@ namespace rndr { //} //else { // sss->textures[0].Bind(); - // gl_state_set_viewport(0, 0, 640, 360); + // gl_rend_state.set_viewport(0, 0, 640, 360); //} glClearColorDLL(sss->param.x, sss->param.y, sss->param.z, 0.0f); @@ -587,11 +587,11 @@ namespace rndr { draw_pass_3d_shadow_reset(); draw_state.shader_index = SHADER_FT_SSS_SKIN; - gl_state_enable_depth_test(); - gl_state_set_depth_func(GL_LEQUAL); - gl_state_set_depth_mask(GL_TRUE); + gl_rend_state.enable_depth_test(); + gl_rend_state.set_depth_func(GL_LEQUAL); + gl_rend_state.set_depth_mask(GL_TRUE); disp_manager->draw(mdl::OBJ_TYPE_SSS); - gl_state_disable_depth_test(); + gl_rend_state.disable_depth_test(); draw_state.shader_index = -1; draw_pass_3d_shadow_reset(); uniform->arr[U_NPR] = 0; @@ -606,12 +606,12 @@ namespace rndr { rend->rend_texture[0].SetViewport(); glClearDLL(GL_DEPTH_BUFFER_BIT); draw_state.shader_index = SHADER_FT_SSS_SKIN; - gl_state_enable_depth_test(); - gl_state_set_depth_mask(GL_TRUE); + gl_rend_state.enable_depth_test(); + gl_rend_state.set_depth_mask(GL_TRUE); disp_manager->draw(mdl::OBJ_TYPE_SSS); - gl_state_disable_depth_test(); + gl_rend_state.disable_depth_test(); draw_state.shader_index = -1; - gl_state_bind_framebuffer(0); + gl_rend_state.bind_framebuffer(0); uniform->arr[U_NPR] = 1; draw_pass_sss_contour(rend); } @@ -619,7 +619,7 @@ namespace rndr { if (!sss->npr_contour) { sss->textures[0].Bind(); - gl_state_set_viewport(0, 0, 640, 360); + gl_rend_state.set_viewport(0, 0, 640, 360); filter_scene_shader_data filter_scene = {}; filter_scene.g_transform = { 1.0f, 1.0f, 0.0f, 0.0f }; @@ -636,16 +636,16 @@ namespace rndr { shaders_ft.set(SHADER_FT_IMGFILT); rctx->filter_scene_ubo.Bind(0); rctx->imgfilter_batch_ubo.Bind(1); - gl_state_active_bind_texture_2d(0, rend->rend_texture[0].GetColorTex()); - gl_state_bind_sampler(0, rctx->render_samplers[0]); - gl_state_bind_vertex_array(rctx->common_vao); + gl_rend_state.active_bind_texture_2d(0, rend->rend_texture[0].GetColorTex()); + gl_rend_state.bind_sampler(0, rctx->render_samplers[0]); + gl_rend_state.bind_vertex_array(rctx->common_vao); shaders_ft.draw_arrays(GL_TRIANGLE_STRIP, 0, 4); } draw_pass_sss_filter(sss); shader::unbind(); - gl_state_bind_framebuffer(0); - gl_state_end_event(); + gl_rend_state.bind_framebuffer(0); + gl_rend_state.end_event(); } void RenderManager::pass_reflect() { @@ -655,7 +655,7 @@ namespace rndr { return; } - gl_state_begin_event("pass_reflect"); + gl_rend_state.begin_event("pass_reflect"); RenderTexture& refl_tex = render_manager.get_render_texture(0); RenderTexture& refl_buf_tex = rctx->reflect_buffer; refl_tex.Bind(); @@ -685,16 +685,16 @@ namespace rndr { uniform->arr[U_REFLECT] = 2; uniform->arr[U_CLIP_PLANE] = clip_plane.data[1]; - gl_state_enable_depth_test(); - gl_state_set_depth_func(GL_LEQUAL); - gl_state_set_depth_mask(GL_TRUE); + gl_rend_state.enable_depth_test(); + gl_rend_state.set_depth_func(GL_LEQUAL); + gl_rend_state.set_depth_mask(GL_TRUE); disp_manager->draw(mdl::OBJ_TYPE_REFLECT_OPAQUE, 0, reflect_texture_mask); if (reflect_type == STAGE_DATA_REFLECT_REFLECT_MAP) { - gl_state_enable_blend(); - gl_state_set_blend_func(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - gl_state_set_blend_equation(GL_FUNC_ADD); + gl_rend_state.enable_blend(); + gl_rend_state.set_blend_func(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + gl_rend_state.set_blend_equation(GL_FUNC_ADD); disp_manager->draw(mdl::OBJ_TYPE_REFLECT_TRANSLUCENT); - gl_state_disable_blend(); + gl_rend_state.disable_blend(); } if (reflect_type == STAGE_DATA_REFLECT_REFLECT_MAP) { @@ -702,7 +702,7 @@ namespace rndr { uniform->arr[U_CLIP_PLANE] = clip_plane.data[0]; disp_manager->draw(mdl::OBJ_TYPE_REFLECT_CHARA_OPAQUE); } - gl_state_disable_depth_test(); + gl_rend_state.disable_depth_test(); uniform->arr[U_REFLECT] = 0; draw_state.shader_index = -1; @@ -720,19 +720,19 @@ namespace rndr { glClearColorDLL(clear_color.x, clear_color.y, clear_color.z, clear_color.w); } shader::unbind(); - gl_state_bind_framebuffer(0); - gl_state_end_event(); + gl_rend_state.bind_framebuffer(0); + gl_rend_state.end_event(); } void RenderManager::pass_refract() { - gl_state_begin_event("pass_refract"); + gl_rend_state.begin_event("pass_refract"); RenderTexture& refract_texture = render_manager.get_render_texture(1); refract_texture.Bind(); if (disp_manager->get_obj_count(mdl::OBJ_TYPE_REFRACT_OPAQUE) || disp_manager->get_obj_count(mdl::OBJ_TYPE_REFRACT_TRANSPARENT) || disp_manager->get_obj_count(mdl::OBJ_TYPE_REFRACT_TRANSLUCENT)) { texture* refr_tex = refract_texture.color_texture; - gl_state_set_viewport(0, 0, refr_tex->width, refr_tex->height); + gl_rend_state.set_viewport(0, 0, refr_tex->width, refr_tex->height); draw_pass_set_camera(); @@ -748,13 +748,13 @@ namespace rndr { glClearColorDLL(clear_color.x, clear_color.y, clear_color.z, clear_color.w); draw_state.shader_index = SHADER_FT_S_REFR; - gl_state_enable_depth_test(); - gl_state_set_depth_func(GL_LEQUAL); - gl_state_set_depth_mask(GL_TRUE); + gl_rend_state.enable_depth_test(); + gl_rend_state.set_depth_func(GL_LEQUAL); + gl_rend_state.set_depth_mask(GL_TRUE); disp_manager->draw(mdl::OBJ_TYPE_REFRACT_OPAQUE); disp_manager->draw(mdl::OBJ_TYPE_REFRACT_TRANSPARENT); disp_manager->draw(mdl::OBJ_TYPE_REFRACT_TRANSLUCENT); - gl_state_disable_depth_test(); + gl_rend_state.disable_depth_test(); draw_state.shader_index = -1; } else { @@ -765,28 +765,28 @@ namespace rndr { glClearColorDLL(clear_color.x, clear_color.y, clear_color.z, clear_color.w); } shader::unbind(); - gl_state_bind_framebuffer(0); - gl_state_end_event(); + gl_rend_state.bind_framebuffer(0); + gl_rend_state.end_event(); } void RenderManager::pass_pre_process() { - gl_state_begin_event("pass_pre_process"); + gl_rend_state.begin_event("pass_pre_process"); for (draw_pre_process& i : pre_process) if (i.func) i.func(i.data); shader::unbind(); - gl_state_bind_framebuffer(0); - gl_state_end_event(); + gl_rend_state.bind_framebuffer(0); + gl_rend_state.end_event(); } void RenderManager::pass_clear() { - gl_state_begin_event("pass_clear"); + gl_rend_state.begin_event("pass_clear"); if (clear) { rctx->screen_buffer.Bind(); clear_color_set_gl(); //glClearDLL(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glClearDLL(GL_COLOR_BUFFER_BIT); - gl_state_bind_framebuffer(0); + gl_rend_state.bind_framebuffer(0); } rndr::Render* rend = render; @@ -796,7 +796,7 @@ namespace rndr { glClearColorDLL(0.0f, 0.0f, 0.0f, 0.0f); glClearDepthf(1.0f); glClearDLL(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); - gl_state_bind_framebuffer(0); + gl_rend_state.bind_framebuffer(0); } else { clear_color_set_gl(); @@ -805,7 +805,7 @@ namespace rndr { glClearDLL(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); else glClearDLL(GL_DEPTH_BUFFER_BIT); - gl_state_bind_framebuffer(0); + gl_rend_state.bind_framebuffer(0); } } else { @@ -813,44 +813,44 @@ namespace rndr { rend->bind_render_texture(); glClearColorDLL(0.0f, 0.0f, 0.0f, 0.0f); glClearDLL(GL_COLOR_BUFFER_BIT); - gl_state_bind_framebuffer(0); + gl_rend_state.bind_framebuffer(0); } else if (clear) { rend->bind_render_texture(); clear_color_set_gl(); glClearDLL(GL_COLOR_BUFFER_BIT); - gl_state_bind_framebuffer(0); + gl_rend_state.bind_framebuffer(0); } } - gl_state_get_error(); - gl_state_end_event(); + gl_get_error_print(); + gl_rend_state.end_event(); } void RenderManager::pass_pre_sprite() { if (!sprite_manager_get_reqlist_count(2)) return; - gl_state_begin_event("pass_pre_sprite"); + gl_rend_state.begin_event("pass_pre_sprite"); rndr::Render* rend = render; rend->bind_render_texture(true); glClearColorDLL(0.0f, 0.0f, 0.0f, 0.0f); glClearDLL(GL_COLOR_BUFFER_BIT); sprite_manager_set_view_projection(true); - gl_state_set_depth_mask(GL_FALSE); - gl_state_disable_depth_test(); - gl_state_enable_blend(); - gl_state_disable_cull_face(); + gl_rend_state.set_depth_mask(GL_FALSE); + gl_rend_state.disable_depth_test(); + gl_rend_state.enable_blend(); + gl_rend_state.disable_cull_face(); sprite_manager_draw(2, true, rend->temp_buffer.color_texture); - gl_state_enable_cull_face(); - gl_state_disable_blend(); - gl_state_enable_depth_test(); - gl_state_set_depth_mask(GL_TRUE); + gl_rend_state.enable_cull_face(); + gl_rend_state.disable_blend(); + gl_rend_state.enable_depth_test(); + gl_rend_state.set_depth_mask(GL_TRUE); shader::unbind(); - gl_state_bind_framebuffer(0); - gl_state_get_error(); - gl_state_end_event(); + gl_rend_state.bind_framebuffer(0); + gl_get_error_print(); + gl_rend_state.end_event(); } void RenderManager::pass_3d() { @@ -858,11 +858,11 @@ namespace rndr { draw_pass_set_camera(); if (!sss_data_get()->enable || !sss_data_get()->npr_contour || draw_pass_3d_get_translucent_count()) { - gl_state_set_depth_mask(GL_TRUE); + gl_rend_state.set_depth_mask(GL_TRUE); glClearDLL(GL_DEPTH_BUFFER_BIT); } - gl_state_set_depth_func(GL_LEQUAL); + gl_rend_state.set_depth_func(GL_LEQUAL); for (int32_t i = LIGHT_SET_MAIN; i < LIGHT_SET_MAX; i++) lighting_set((light_set_id)i); @@ -875,27 +875,27 @@ namespace rndr { draw_pass_3d_shadow_reset(); if (effect_texture) - gl_state_active_bind_texture_2d(14, effect_texture->glid); + gl_rend_state.active_bind_texture_2d(14, effect_texture->glid); else - gl_state_active_bind_texture_2d(14, rctx->empty_texture_2d->glid); + gl_rend_state.active_bind_texture_2d(14, rctx->empty_texture_2d->glid); if (pass_sw[RND_PASSID_REFLECT] && reflect) { extern bool reflect_full; RenderTexture& refl_tex = reflect_full && reflect_full_ptr ? reflect_full_ptr->reflect_texture : get_render_texture(0); - gl_state_active_bind_texture_2d(15, refl_tex.GetColorTex()); + gl_rend_state.active_bind_texture_2d(15, refl_tex.GetColorTex()); uniform->arr[U_WATER_REFLECT] = 1; } else { - gl_state_active_bind_texture_2d(15, rctx->empty_texture_2d->glid); + gl_rend_state.active_bind_texture_2d(15, rctx->empty_texture_2d->glid); uniform->arr[U_WATER_REFLECT] = 0; } sss_data_get()->set_texture(1); - gl_state_bind_sampler(14, rctx->render_samplers[0]); - gl_state_bind_sampler(15, rctx->render_samplers[0]); - gl_state_bind_sampler(16, rctx->render_samplers[0]); + gl_rend_state.bind_sampler(14, rctx->render_samplers[0]); + gl_rend_state.bind_sampler(15, rctx->render_samplers[0]); + gl_rend_state.bind_sampler(16, rctx->render_samplers[0]); uniform->arr[U_STAGE_AMBIENT] = light_stage_ambient ? 1 : 0; @@ -911,17 +911,17 @@ namespace rndr { disp_manager->obj_sort(&rctx->view_mat, mdl::OBJ_TYPE_OPAQUE, 0); if (draw_pass_3d[DRAW_PASS_3D_OPAQUE]) { - gl_state_enable_depth_test(); - gl_state_set_depth_mask(GL_TRUE); + gl_rend_state.enable_depth_test(); + gl_rend_state.set_depth_mask(GL_TRUE); disp_manager->draw(mdl::OBJ_TYPE_OPAQUE); - gl_state_disable_depth_test(); + gl_rend_state.disable_depth_test(); } Glitter::glt_particle_manager->DispScenes(Glitter::DISP_OPAQUE); Glitter::glt_particle_manager_x->DispScenes(Glitter::DISP_OPAQUE); - gl_state_enable_depth_test(); - gl_state_set_depth_mask(GL_TRUE); + gl_rend_state.enable_depth_test(); + gl_rend_state.set_depth_mask(GL_TRUE); if (draw_pass_3d[DRAW_PASS_3D_TRANSPARENT]) disp_manager->draw(mdl::OBJ_TYPE_TRANSPARENT); if (render_manager.field_120) @@ -944,56 +944,56 @@ namespace rndr { rain_particle_draw(); leaf_particle_draw(); particle_draw(); - gl_state_disable_depth_test(); + gl_rend_state.disable_depth_test(); - gl_state_set_color_mask(GL_TRUE, GL_TRUE, GL_TRUE, GL_FALSE); + gl_rend_state.set_color_mask(GL_TRUE, GL_TRUE, GL_TRUE, GL_FALSE); Glitter::glt_particle_manager->DispScenes(Glitter::DISP_ALPHA); Glitter::glt_particle_manager_x->DispScenes(Glitter::DISP_ALPHA); - gl_state_set_color_mask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); + gl_rend_state.set_color_mask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); /*if (npr_param == 1) { - gl_state_set_color_mask(GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE); + gl_rend_state.set_color_mask(GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE); glClearColorDLL(0.0f, 0.0f, 0.0f, 0.0f); glClearDLL(GL_COLOR_BUFFER_BIT); - gl_state_set_color_mask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); + gl_rend_state.set_color_mask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); }*/ - gl_state_enable_depth_test(); + gl_rend_state.enable_depth_test(); if (draw_pass_3d[DRAW_PASS_3D_TRANSLUCENT]) { - gl_state_enable_blend(); - gl_state_set_blend_func(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - gl_state_set_depth_mask(GL_FALSE); + gl_rend_state.enable_blend(); + gl_rend_state.set_blend_func(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + gl_rend_state.set_depth_mask(GL_FALSE); disp_manager->draw(mdl::OBJ_TYPE_TRANSLUCENT_SORT_BY_RADIUS); disp_manager->draw(mdl::OBJ_TYPE_TRANSLUCENT); - gl_state_disable_blend(); + gl_rend_state.disable_blend(); } - gl_state_set_color_mask(GL_TRUE, GL_TRUE, GL_TRUE, GL_FALSE); // X + gl_rend_state.set_color_mask(GL_TRUE, GL_TRUE, GL_TRUE, GL_FALSE); // X Glitter::glt_particle_manager_x->DispScenes(Glitter::DISP_TYPE_2); - gl_state_set_color_mask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); + gl_rend_state.set_color_mask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); - gl_state_set_depth_mask(GL_TRUE); + gl_rend_state.set_depth_mask(GL_TRUE); draw_pass_3d_translucent( mdl::OBJ_TYPE_OPAQUE_ALPHA_ORDER_2, mdl::OBJ_TYPE_TRANSPARENT_ALPHA_ORDER_2, mdl::OBJ_TYPE_TRANSLUCENT_ALPHA_ORDER_2); - gl_state_disable_depth_test(); + gl_rend_state.disable_depth_test(); - gl_state_set_color_mask(GL_TRUE, GL_TRUE, GL_TRUE, GL_FALSE); + gl_rend_state.set_color_mask(GL_TRUE, GL_TRUE, GL_TRUE, GL_FALSE); Glitter::glt_particle_manager->DispScenes(Glitter::DISP_NORMAL); Glitter::glt_particle_manager_x->DispScenes(Glitter::DISP_NORMAL); - gl_state_set_color_mask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); + gl_rend_state.set_color_mask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); - gl_state_enable_depth_test(); - gl_state_set_depth_mask(GL_TRUE); + gl_rend_state.enable_depth_test(); + gl_rend_state.set_depth_mask(GL_TRUE); draw_pass_3d_translucent( mdl::OBJ_TYPE_OPAQUE_ALPHA_ORDER_1, mdl::OBJ_TYPE_TRANSPARENT_ALPHA_ORDER_1, mdl::OBJ_TYPE_TRANSLUCENT_ALPHA_ORDER_1); if (Glitter::glt_particle_manager_x->CheckHasLocalEffect()) { // X - gl_state_begin_event("local"); + gl_rend_state.begin_event("local"); if (alpha_z_sort) disp_manager->obj_sort(&rctx->view_mat, mdl::OBJ_TYPE_LOCAL_TRANSLUCENT, 1, field_31F); @@ -1007,30 +1007,30 @@ namespace rndr { disp_manager->draw(mdl::OBJ_TYPE_LOCAL_OPAQUE); disp_manager->draw(mdl::OBJ_TYPE_LOCAL_TRANSPARENT); - gl_state_enable_blend(); + gl_rend_state.enable_blend(); disp_manager->draw(mdl::OBJ_TYPE_LOCAL_TRANSLUCENT); - gl_state_disable_blend(); + gl_rend_state.disable_blend(); - gl_state_set_color_mask(GL_TRUE, GL_TRUE, GL_TRUE, GL_FALSE); + gl_rend_state.set_color_mask(GL_TRUE, GL_TRUE, GL_TRUE, GL_FALSE); Glitter::glt_particle_manager_x->DispScenes(Glitter::DISP_LOCAL); - gl_state_set_color_mask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); + gl_rend_state.set_color_mask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); camera_data.fov = fov; - gl_state_end_event(); + gl_rend_state.end_event(); draw_pass_set_camera(); } - gl_state_active_bind_texture_2d(14, 0); - gl_state_active_bind_texture_2d(15, 0); + gl_rend_state.active_bind_texture_2d(14, 0); + gl_rend_state.active_bind_texture_2d(15, 0); - gl_state_disable_depth_test(); + gl_rend_state.disable_depth_test(); if (shadow) draw_pass_3d_shadow_reset(); pass_sprite_surf(); shader::unbind(); - gl_state_bind_framebuffer(0); + gl_rend_state.bind_framebuffer(0); } void RenderManager::pass_show_vector() { @@ -1038,7 +1038,7 @@ namespace rndr { /*if (!show_vector_flags) return; - gl_state_begin_event("pass_show_vector"); + gl_rend_state.begin_event("pass_show_vector"); render->bind_render_texture(); draw_pass_set_camera(); @@ -1060,27 +1060,27 @@ namespace rndr { } } shader::unbind(); - gl_state_bind_framebuffer(0); - gl_state_end_event();*/ + gl_rend_state.bind_framebuffer(0); + gl_rend_state.end_event();*/ } void RenderManager::pass_post_process() { - gl_state_begin_event("pass_post_process"); + gl_rend_state.begin_event("pass_post_process"); static texture* (FASTCALL * litproj_texture_get)() = (texture * (FASTCALL*)())0x0000000140350600; render->apply_post_process(litproj_texture_get(), npr_param); - gl_state_end_event(); + gl_rend_state.end_event(); } void RenderManager::pass_sprite() { - gl_state_begin_event("pass_sprite"); + gl_rend_state.begin_event("pass_sprite"); if (sprite_manager_get_reqlist_count(0)) { rndr::Render* rend = render; - gl_state_set_viewport(0, 0, rend->screen_width, rend->screen_height); + gl_rend_state.set_viewport(0, 0, rend->screen_width, rend->screen_height); if (multisample && multisample_framebuffer) { - gl_state_bind_framebuffer(multisample_framebuffer); - gl_state_enable_multisample(); + gl_rend_state.bind_framebuffer(multisample_framebuffer); + gl_rend_state.enable_multisample(); glClearColorDLL(0.0f, 0.0f, 0.0f, 0.0f); glClearDLL(GL_COLOR_BUFFER_BIT); } @@ -1088,35 +1088,35 @@ namespace rndr { rctx->screen_buffer.Bind(); sprite_manager_set_view_projection(false); - gl_state_disable_depth_test(); - gl_state_enable_blend(); - gl_state_disable_cull_face(); + gl_rend_state.disable_depth_test(); + gl_rend_state.enable_blend(); + gl_rend_state.disable_cull_face(); sprite_manager_set_res((double_t)rctx->screen_width / (double_t)rctx->screen_height, rctx->screen_width, rctx->screen_height); sprite_manager_draw(0, true, rctx->screen_overlay_buffer.color_texture); - gl_state_enable_cull_face(); - gl_state_disable_blend(); - gl_state_enable_depth_test(); + gl_rend_state.enable_cull_face(); + gl_rend_state.disable_blend(); + gl_rend_state.enable_depth_test(); if (multisample && multisample_framebuffer) { - gl_state_bind_framebuffer(0); - gl_state_disable_multisample(); + gl_rend_state.bind_framebuffer(0); + gl_rend_state.disable_multisample(); fbo_blit(multisample_framebuffer, rctx->screen_buffer.fbos[0], 0, 0, rctx->screen_width, rctx->screen_height, 0, 0, rctx->screen_width, rctx->screen_height, GL_COLOR_BUFFER_BIT, GL_NEAREST); } shader::unbind(); - gl_state_get_error(); + gl_get_error_print(); } fbo_blit(rctx->screen_buffer.fbos[0], 0, 0, 0, rctx->screen_width, rctx->screen_height, 0, 0, rctx->screen_width, rctx->screen_height, GL_COLOR_BUFFER_BIT, GL_LINEAR); - gl_state_bind_framebuffer(0); - gl_state_end_event(); + gl_rend_state.bind_framebuffer(0); + gl_rend_state.end_event(); } void RenderManager::pass_3d_contour() { @@ -1131,12 +1131,12 @@ namespace rndr { contour_rt = render->sss_contour_texture; } - gl_state_begin_event("`anonymous-namespace'::draw_npr_frame"); - gl_state_enable_blend(); - gl_state_set_color_mask(GL_TRUE, GL_TRUE, GL_TRUE, GL_FALSE); - gl_state_set_blend_func(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - gl_state_set_blend_equation(GL_FUNC_ADD); - gl_state_disable_depth_test(); + gl_rend_state.begin_event("`anonymous-namespace'::draw_npr_frame"); + gl_rend_state.enable_blend(); + gl_rend_state.set_color_mask(GL_TRUE, GL_TRUE, GL_TRUE, GL_FALSE); + gl_rend_state.set_blend_func(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + gl_rend_state.set_blend_equation(GL_FUNC_ADD); + gl_rend_state.disable_depth_test(); quad_shader_data quad_data = {}; quad_data.g_texcoord_modifier = { 0.5f, 0.5f, 0.5f, 0.5f }; @@ -1147,26 +1147,26 @@ namespace rndr { rctx->contour_params_ubo.WriteMemory(contour_params_data); shaders_ft.set(SHADER_FT_CONTOUR_NPR); - gl_state_active_bind_texture_2d(14, rt->GetDepthTex()); - gl_state_active_bind_texture_2d(16, contour_rt->GetColorTex()); - gl_state_active_bind_texture_2d(17, contour_rt->GetDepthTex()); - gl_state_bind_sampler(14, rctx->render_samplers[1]); - gl_state_bind_sampler(16, rctx->render_samplers[1]); - gl_state_bind_sampler(17, rctx->render_samplers[1]); + gl_rend_state.active_bind_texture_2d(14, rt->GetDepthTex()); + gl_rend_state.active_bind_texture_2d(16, contour_rt->GetColorTex()); + gl_rend_state.active_bind_texture_2d(17, contour_rt->GetDepthTex()); + gl_rend_state.bind_sampler(14, rctx->render_samplers[1]); + gl_rend_state.bind_sampler(16, rctx->render_samplers[1]); + gl_rend_state.bind_sampler(17, rctx->render_samplers[1]); rctx->quad_ubo.Bind(0); rctx->contour_params_ubo.Bind(2); - gl_state_bind_vertex_array(rctx->common_vao); + gl_rend_state.bind_vertex_array(rctx->common_vao); shaders_ft.draw_arrays(GL_TRIANGLE_STRIP, 0, 4); if (effect_texture) - gl_state_active_bind_texture_2d(14, effect_texture->glid); + gl_rend_state.active_bind_texture_2d(14, effect_texture->glid); else - gl_state_active_bind_texture_2d(14, rctx->empty_texture_2d->glid); - gl_state_bind_sampler(14, rctx->render_samplers[0]); - gl_state_set_color_mask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); - gl_state_enable_depth_test(); - gl_state_disable_blend(); - gl_state_end_event(); + gl_rend_state.active_bind_texture_2d(14, rctx->empty_texture_2d->glid); + gl_rend_state.bind_sampler(14, rctx->render_samplers[0]); + gl_rend_state.set_color_mask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); + gl_rend_state.enable_depth_test(); + gl_rend_state.disable_blend(); + gl_rend_state.end_event(); } void RenderManager::pass_sprite_surf() { @@ -1176,11 +1176,11 @@ namespace rndr { rndr::Render* rend = render; sprite_manager_set_view_projection(false); - gl_state_set_depth_mask(GL_FALSE); - gl_state_disable_depth_test(); - gl_state_disable_depth_test(); - gl_state_enable_blend(); - gl_state_disable_cull_face(); + gl_rend_state.set_depth_mask(GL_FALSE); + gl_rend_state.disable_depth_test(); + gl_rend_state.disable_depth_test(); + gl_rend_state.enable_blend(); + gl_rend_state.disable_cull_face(); sprite_manager_draw(1, true, rend->temp_buffer.color_texture); } @@ -1190,7 +1190,7 @@ void image_filter_scale(RenderTexture* dst, texture* src, const vec4& scale) { if (!dst || !dst->color_texture->glid || !dst->color_texture || !src || !src->glid) return; - gl_state_begin_event("`anonymous-namespace'::Impl::apply_no_filter_sub"); + gl_rend_state.begin_event("`anonymous-namespace'::Impl::apply_no_filter_sub"); dst->Bind(); dst->SetViewport(); @@ -1210,11 +1210,11 @@ void image_filter_scale(RenderTexture* dst, texture* src, const vec4& scale) { shaders_ft.set(SHADER_FT_IMGFILT); rctx->filter_scene_ubo.Bind(0); rctx->imgfilter_batch_ubo.Bind(1); - gl_state_active_bind_texture_2d(0, src->glid); - gl_state_bind_sampler(0, rctx->render_samplers[0]); - gl_state_bind_vertex_array(rctx->common_vao); + gl_rend_state.active_bind_texture_2d(0, src->glid); + gl_rend_state.bind_sampler(0, rctx->render_samplers[0]); + gl_rend_state.bind_vertex_array(rctx->common_vao); shaders_ft.draw_arrays(GL_TRIANGLE_STRIP, 0, 4); - gl_state_end_event(); + gl_rend_state.end_event(); } void draw_pass_set_camera() { @@ -1387,15 +1387,15 @@ static void draw_pass_shadow_begin_make_shadowmap(Shadow* shad, int32_t index, i shad->curr_render_textures[0]->Bind(); shad->curr_render_textures[0]->SetViewport(); texture* tex = shad->curr_render_textures[0]->color_texture; - gl_state_set_scissor(0, 0, tex->width, tex->height); - gl_state_enable_depth_test(); - gl_state_enable_scissor_test(); + gl_rend_state.set_scissor(0, 0, tex->width, tex->height); + gl_rend_state.enable_depth_test(); + gl_rend_state.enable_scissor_test(); glClearColorDLL(1.0, 1.0, 1.0, 1.0); if (!a3) glClearDLL(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); else if (shad->separate) glClearDLL(GL_COLOR_BUFFER_BIT); - gl_state_set_scissor(1, 1, tex->width - 2, tex->height - 2); + gl_rend_state.set_scissor(1, 1, tex->width - 2, tex->height - 2); float_t shadow_range = shad->get_shadow_range(); float_t offset; @@ -1428,8 +1428,8 @@ static void draw_pass_shadow_begin_make_shadowmap(Shadow* shad, int32_t index, i } static void draw_pass_shadow_end_make_shadowmap(Shadow* shad, int32_t index, int32_t a3) { - gl_state_disable_depth_test(); - gl_state_disable_scissor_test(); + gl_rend_state.disable_depth_test(); + gl_rend_state.disable_scissor_test(); draw_state.shader_index = -1; if (a3 == shad->num_shadow - 1) { @@ -1459,10 +1459,10 @@ static void draw_pass_shadow_end_make_shadowmap(Shadow* shad, int32_t index, int glClearDLL(GL_COLOR_BUFFER_BIT); } - gl_state_bind_framebuffer(0); - gl_state_bind_texture_2d(rend_tex->GetColorTex()); + gl_rend_state.bind_framebuffer(0); + gl_rend_state.bind_texture_2d(rend_tex->GetColorTex()); glGenerateMipmap(GL_TEXTURE_2D); - gl_state_bind_texture_2d(0); + gl_rend_state.bind_texture_2d(0); } static void draw_pass_shadow_filter(RenderTexture* a1, RenderTexture* a2, @@ -1476,7 +1476,7 @@ static void draw_pass_shadow_filter(RenderTexture* a1, RenderTexture* a2, if (!v7 || !v9 || !v11 || v7->width != v9->width || v7->height != v9->height) return; - gl_state_begin_event("`anonymous-namespace'::Impl::apply_esm_filter"); + gl_rend_state.begin_event("`anonymous-namespace'::Impl::apply_esm_filter"); filter_scene_shader_data filter_scene = {}; filter_scene.g_transform = 0.0f; filter_scene.g_texcoord = { 1.0f, 1.0f, 0.0f, 0.0f }; @@ -1494,13 +1494,13 @@ static void draw_pass_shadow_filter(RenderTexture* a1, RenderTexture* a2, rctx->filter_scene_ubo.Bind(0); rctx->esm_filter_batch_ubo.Bind(1); - gl_state_set_viewport(0, 0, v7->width, v7->height); + gl_rend_state.set_viewport(0, 0, v7->width, v7->height); a2->Bind(); esm_filter_batch.g_params = { 1.0f / (float_t)v7->width, 0.0f, far_texel_offset, far_texel_offset }; rctx->esm_filter_batch_ubo.WriteMemory(esm_filter_batch); - gl_state_active_bind_texture_2d(0, v11->glid); + gl_rend_state.active_bind_texture_2d(0, v11->glid); if (a3) { GLint swizzle[] = { GL_RED, GL_RED, GL_RED, GL_ONE }; glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzle); @@ -1509,8 +1509,8 @@ static void draw_pass_shadow_filter(RenderTexture* a1, RenderTexture* a2, GLint swizzle[] = { GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA }; glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzle); } - gl_state_bind_sampler(0, rctx->render_samplers[0]); - gl_state_bind_vertex_array(rctx->common_vao); + gl_rend_state.bind_sampler(0, rctx->render_samplers[0]); + gl_rend_state.bind_vertex_array(rctx->common_vao); shaders_ft.draw_arrays(GL_TRIANGLE_STRIP, 0, 4); a1->Bind(); @@ -1518,25 +1518,25 @@ static void draw_pass_shadow_filter(RenderTexture* a1, RenderTexture* a2, esm_filter_batch.g_params = { 0.0f, 1.0f / (float_t)v7->height, far_texel_offset, far_texel_offset }; rctx->esm_filter_batch_ubo.WriteMemory(esm_filter_batch); - gl_state_active_bind_texture_2d(0, v9->glid); - gl_state_bind_sampler(0, rctx->render_samplers[0]); - gl_state_bind_vertex_array(rctx->common_vao); + gl_rend_state.active_bind_texture_2d(0, v9->glid); + gl_rend_state.bind_sampler(0, rctx->render_samplers[0]); + gl_rend_state.bind_vertex_array(rctx->common_vao); shaders_ft.draw_arrays(GL_TRIANGLE_STRIP, 0, 4); shader::unbind(); - gl_state_end_event(); + gl_rend_state.end_event(); } static void draw_pass_shadow_esm_filter(RenderTexture* dst, RenderTexture* buf, RenderTexture* src) { texture* dst_tex = dst->color_texture; texture* buf_tex = buf->color_texture; texture* src_tex = src->color_texture; - gl_state_begin_event("`anonymous-namespace'::Impl::apply_esm_min_filter"); + gl_rend_state.begin_event("`anonymous-namespace'::Impl::apply_esm_min_filter"); if (!dst_tex || !dst_tex->glid || !buf_tex || !buf_tex->glid || !src_tex || !src_tex->glid) { - gl_state_end_event(); + gl_rend_state.end_event(); return; } - gl_state_begin_event("minimize"); + gl_rend_state.begin_event("minimize"); filter_scene_shader_data filter_scene = {}; filter_scene.g_transform = 0.0f; filter_scene.g_texcoord = { 1.0f, 1.0f, 0.0f, 0.0f }; @@ -1549,7 +1549,7 @@ static void draw_pass_shadow_esm_filter(RenderTexture* dst, RenderTexture* buf, rctx->filter_scene_ubo.Bind(0); rctx->esm_filter_batch_ubo.Bind(1); - gl_state_set_viewport(0, 0, dst_tex->width, dst_tex->height); + gl_rend_state.set_viewport(0, 0, dst_tex->width, dst_tex->height); buf->Bind(); esm_filter_batch.g_params = { 1.0f / (float_t)src_tex->width, @@ -1558,13 +1558,13 @@ static void draw_pass_shadow_esm_filter(RenderTexture* dst, RenderTexture* buf, uniform->arr[U_ESM_FILTER] = 0; shaders_ft.set(SHADER_FT_ESMFILT); - gl_state_active_bind_texture_2d(0, src_tex->glid); - gl_state_bind_sampler(0, rctx->render_samplers[0]); - gl_state_bind_vertex_array(rctx->common_vao); + gl_rend_state.active_bind_texture_2d(0, src_tex->glid); + gl_rend_state.bind_sampler(0, rctx->render_samplers[0]); + gl_rend_state.bind_vertex_array(rctx->common_vao); shaders_ft.draw_arrays(GL_TRIANGLE_STRIP, 0, 4); - gl_state_end_event(); + gl_rend_state.end_event(); - gl_state_begin_event("erosion"); + gl_rend_state.begin_event("erosion"); dst->Bind(); esm_filter_batch.g_params = { 0.75f / (float_t)buf_tex->width, 0.75f / (float_t)buf_tex->height, 0.0f, 0.0f }; @@ -1572,12 +1572,12 @@ static void draw_pass_shadow_esm_filter(RenderTexture* dst, RenderTexture* buf, uniform->arr[U_ESM_FILTER] = 1; shaders_ft.set(SHADER_FT_ESMFILT); - gl_state_active_bind_texture_2d(0, buf_tex->glid); - gl_state_bind_sampler(0, rctx->render_samplers[0]); - gl_state_bind_vertex_array(rctx->common_vao); + gl_rend_state.active_bind_texture_2d(0, buf_tex->glid); + gl_rend_state.bind_sampler(0, rctx->render_samplers[0]); + gl_rend_state.bind_vertex_array(rctx->common_vao); shaders_ft.draw_arrays(GL_TRIANGLE_STRIP, 0, 4); - gl_state_end_event(); - gl_state_end_event(); + gl_rend_state.end_event(); + gl_rend_state.end_event(); } static bool draw_pass_shadow_litproj() { @@ -1590,22 +1590,22 @@ static bool draw_pass_shadow_litproj() { litproj_texture->Bind(); litproj_texture->SetViewport(); - gl_state_enable_depth_test(); + gl_rend_state.enable_depth_test(); glClearColorDLL(0.0f, 0.0f, 0.0f, 0.0f); glClearDepthf(1.0f); glClearDLL(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); if (!draw_pass_shadow_litproj_set_mat(true)) { - gl_state_bind_framebuffer(0); + gl_rend_state.bind_framebuffer(0); return false; } draw_state.shader_index = SHADER_FT_LITPROJ; - gl_state_active_bind_texture_2d(17, tex->glid); - gl_state_bind_sampler(17, rctx->render_samplers[2]); - gl_state_active_bind_texture_2d(18, litproj_shadow[0].GetColorTex()); - gl_state_bind_sampler(18, rctx->render_samplers[2]); - gl_state_active_texture(0); + gl_rend_state.active_bind_texture_2d(17, tex->glid); + gl_rend_state.bind_sampler(17, rctx->render_samplers[2]); + gl_rend_state.active_bind_texture_2d(18, litproj_shadow[0].GetColorTex()); + gl_rend_state.bind_sampler(18, rctx->render_samplers[2]); + gl_rend_state.active_texture(0); return true; } @@ -1617,9 +1617,9 @@ static bool draw_pass_shadow_litproj_set() { static const GLfloat depth_clear = 1.0f; litproj_shadow[0].Bind(); - gl_state_set_viewport(0, 0, 2048, 512); - gl_state_enable_depth_test(); - gl_state_set_depth_mask(GL_TRUE); + gl_rend_state.set_viewport(0, 0, 2048, 512); + gl_rend_state.enable_depth_test(); + gl_rend_state.set_depth_mask(GL_TRUE); glClearBufferfv(GL_COLOR, 0, (float_t*)&color_clear); glClearBufferfv(GL_DEPTH, 0, &depth_clear); @@ -1631,8 +1631,8 @@ static bool draw_pass_shadow_litproj_set() { else { litproj_texture->Bind(); litproj_texture->SetViewport(); - gl_state_enable_depth_test(); - gl_state_set_depth_mask(GL_TRUE); + gl_rend_state.enable_depth_test(); + gl_rend_state.set_depth_mask(GL_TRUE); glClearBufferfv(GL_COLOR, 0, (float_t*)&color_clear); glClearBufferfv(GL_DEPTH, 0, &depth_clear); } @@ -1693,25 +1693,25 @@ static void draw_pass_sss_contour(rndr::Render* rend) { else rend->sss_contour_texture->Bind(); - gl_state_enable_depth_test(); - gl_state_set_depth_func(GL_ALWAYS); - gl_state_set_depth_mask(GL_TRUE); + gl_rend_state.enable_depth_test(); + gl_rend_state.set_depth_func(GL_ALWAYS); + gl_rend_state.set_depth_mask(GL_TRUE); if (reflect_draw) { RenderTexture& refl_tex = reflect_full_ptr->reflect_texture; - gl_state_set_viewport(0, 0, refl_tex.GetWidth(), refl_tex.GetHeight()); - gl_state_active_bind_texture_2d(0, refl_tex.GetColorTex()); - gl_state_bind_sampler(0, rctx->render_samplers[1]); - gl_state_active_bind_texture_2d(1, refl_tex.GetDepthTex()); - gl_state_bind_sampler(1, rctx->render_samplers[1]); + gl_rend_state.set_viewport(0, 0, refl_tex.GetWidth(), refl_tex.GetHeight()); + gl_rend_state.active_bind_texture_2d(0, refl_tex.GetColorTex()); + gl_rend_state.bind_sampler(0, rctx->render_samplers[1]); + gl_rend_state.active_bind_texture_2d(1, refl_tex.GetDepthTex()); + gl_rend_state.bind_sampler(1, rctx->render_samplers[1]); } else { - gl_state_set_viewport(0, 0, rend->render_width[0], rend->render_height[0]); - gl_state_active_bind_texture_2d(0, rend->rend_texture[0].GetColorTex()); - gl_state_bind_sampler(0, rctx->render_samplers[1]); - gl_state_active_bind_texture_2d(1, rend->rend_texture[0].GetDepthTex()); - gl_state_bind_sampler(1, rctx->render_samplers[1]); + gl_rend_state.set_viewport(0, 0, rend->render_width[0], rend->render_height[0]); + gl_rend_state.active_bind_texture_2d(0, rend->rend_texture[0].GetColorTex()); + gl_rend_state.bind_sampler(0, rctx->render_samplers[1]); + gl_rend_state.active_bind_texture_2d(1, rend->rend_texture[0].GetDepthTex()); + gl_rend_state.bind_sampler(1, rctx->render_samplers[1]); } - gl_state_active_texture(0); + gl_rend_state.active_texture(0); float_t v3 = 1.0f / tanf(camera_data.fov * 0.5f * DEG_TO_RAD_FLOAT); @@ -1824,27 +1824,27 @@ static void draw_pass_sss_filter(sss_data* sss) { v33 = max_def(v34 - 0.02f, 0.0f) * 8.0f * 0.6f; rctx->set_batch_sss_param({ v33, 0.0f, 0.0f, 0.0f }); - gl_state_active_texture(0); + gl_rend_state.active_texture(0); if (sss->npr_contour) { sss->textures[0].Bind(); - gl_state_set_viewport(0, 0, 640, 360); + gl_rend_state.set_viewport(0, 0, 640, 360); rndr::Render* rend = render_get(); uniform->arr[U_REDUCE] = 0; shaders_ft.set(SHADER_FT_REDUCE); RenderTexture& rt = reflect_draw ? reflect_full_ptr->reflect_texture : rend->rend_texture[0]; - gl_state_bind_texture_2d(rt.GetColorTex()); - gl_state_bind_sampler(0, rctx->render_samplers[0]); + gl_rend_state.bind_texture_2d(rt.GetColorTex()); + gl_rend_state.bind_sampler(0, rctx->render_samplers[0]); render_get()->draw_quad(rt.GetWidth(), rt.GetHeight(), 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f); } sss->textures[2].Bind(); - gl_state_set_viewport(0, 0, 320, 180); + gl_rend_state.set_viewport(0, 0, 320, 180); uniform->arr[U_SSS_FILTER] = 0; shaders_ft.set(SHADER_FT_SSS_FILT); - gl_state_bind_texture_2d(sss->textures[0].GetColorTex()); - gl_state_bind_sampler(0, rctx->render_samplers[0]); + gl_rend_state.bind_texture_2d(sss->textures[0].GetColorTex()); + gl_rend_state.bind_sampler(0, rctx->render_samplers[0]); render_get()->draw_quad(sss->textures[0].GetWidth(), sss->textures[0].GetHeight(), 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f); @@ -1859,15 +1859,15 @@ static void draw_pass_sss_filter(sss_data* sss) { rctx->sss_filter_gaussian_coef_ubo.WriteMemory(shader_data); sss->textures[reflect_draw ? 3 : 1].Bind(); - gl_state_set_viewport(0, 0, 320, 180); + gl_rend_state.set_viewport(0, 0, 320, 180); uniform->arr[U_SSS_FILTER] = 3; shaders_ft.set(SHADER_FT_SSS_FILT); - gl_state_bind_texture_2d(sss->textures[2].GetColorTex()); - gl_state_bind_sampler(0, rctx->render_samplers[0]); + gl_rend_state.bind_texture_2d(sss->textures[2].GetColorTex()); + gl_rend_state.bind_sampler(0, rctx->render_samplers[0]); rctx->sss_filter_gaussian_coef_ubo.Bind(1); render_get()->draw_quad(sss->textures[2].GetWidth(), sss->textures[2].GetHeight(), 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.96f, 1.0f, 0.0f); - gl_state_bind_texture_2d(0); + gl_rend_state.bind_texture_2d(0); } static int32_t draw_pass_3d_get_translucent_count() { @@ -1885,8 +1885,8 @@ static int32_t draw_pass_3d_get_translucent_count() { } static void draw_pass_3d_shadow_reset() { - gl_state_active_bind_texture_2d(6, rctx->empty_texture_2d->glid); - gl_state_active_bind_texture_2d(7, rctx->empty_texture_2d->glid); + gl_rend_state.active_bind_texture_2d(6, rctx->empty_texture_2d->glid); + gl_rend_state.active_bind_texture_2d(7, rctx->empty_texture_2d->glid); draw_state.self_shadow = false; draw_state.shadow = false; } @@ -1894,22 +1894,22 @@ static void draw_pass_3d_shadow_reset() { static void draw_pass_3d_shadow_set(Shadow* shad) { float_t esm_param; if (shad->self_shadow && shad->num_shadow > 0) { - gl_state_active_bind_texture_2d(19, shad->render_textures[3].GetColorTex()); - gl_state_active_bind_texture_2d(20, shad->render_textures[5].GetColorTex()); - gl_state_active_texture(0); + gl_rend_state.active_bind_texture_2d(19, shad->render_textures[3].GetColorTex()); + gl_rend_state.active_bind_texture_2d(20, shad->render_textures[5].GetColorTex()); + gl_rend_state.active_texture(0); esm_param = (shad->field_2D8 * shad->field_208 * 2.0f) * 1.442695f; draw_state.self_shadow = true; } else { - gl_state_active_bind_texture_2d(19, rctx->empty_texture_2d->glid); - gl_state_active_bind_texture_2d(20, rctx->empty_texture_2d->glid); - gl_state_active_texture(0); + gl_rend_state.active_bind_texture_2d(19, rctx->empty_texture_2d->glid); + gl_rend_state.active_bind_texture_2d(20, rctx->empty_texture_2d->glid); + gl_rend_state.active_texture(0); esm_param = 0.0f; draw_state.self_shadow = false; } - gl_state_bind_sampler(19, rctx->render_samplers[0]); - gl_state_bind_sampler(20, rctx->render_samplers[0]); + gl_rend_state.bind_sampler(19, rctx->render_samplers[0]); + gl_rend_state.bind_sampler(20, rctx->render_samplers[0]); mat4 mats[2]; mats[0] = mat4_identity; @@ -1955,14 +1955,14 @@ static void draw_pass_3d_shadow_set(Shadow* shad) { int32_t j = 0; for (int32_t i = 0; i < 2; i++) if (shad->shadow_enable[i]) { - gl_state_active_bind_texture_2d(6 + j, shad->curr_render_textures[1 + i]->GetColorTex()); + gl_rend_state.active_bind_texture_2d(6 + j, shad->curr_render_textures[1 + i]->GetColorTex()); glTexParameterfDLL(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 16.0f); j++; } for (; j < 2; j++) - gl_state_active_bind_texture_2d(6 + j, rctx->empty_texture_2d->glid); - gl_state_active_texture(0); + gl_rend_state.active_bind_texture_2d(6 + j, rctx->empty_texture_2d->glid); + gl_rend_state.active_texture(0); light_set* set = &light_set_data[LIGHT_SET_MAIN]; light_data* data = &set->lights[LIGHT_SHADOW]; @@ -1980,8 +1980,8 @@ static void draw_pass_3d_shadow_set(Shadow* shad) { draw_state.shadow = false; for (int32_t i = 0; i < 2; i++) - gl_state_active_bind_texture_2d(6 + i, shad->curr_render_textures[1 + i]->GetColorTex()); - gl_state_active_texture(0); + gl_rend_state.active_bind_texture_2d(6 + i, shad->curr_render_textures[1 + i]->GetColorTex()); + gl_rend_state.active_texture(0); shadow_ambient = 1.0f; shadow_ambient1 = 0.0f; @@ -1989,8 +1989,8 @@ static void draw_pass_3d_shadow_set(Shadow* shad) { rctx->set_scene_shadow_params(esm_param, mats, shadow_ambient, shadow_ambient1); - gl_state_bind_sampler(6, 0); - gl_state_bind_sampler(7, 0); + gl_rend_state.bind_sampler(6, 0); + gl_rend_state.bind_sampler(7, 0); } static void draw_pass_3d_translucent(mdl::ObjType opaque, @@ -2013,9 +2013,9 @@ static void draw_pass_3d_translucent(mdl::ObjType opaque, if (render_manager.draw_pass_3d[DRAW_PASS_3D_TRANSPARENT] && disp_manager->get_obj_count(transparent)) disp_manager->draw(transparent, 0, true, alpha); if (render_manager.draw_pass_3d[DRAW_PASS_3D_TRANSLUCENT] && disp_manager->get_obj_count(translucent)) { - gl_state_enable_blend(); + gl_rend_state.enable_blend(); disp_manager->draw(translucent, 0, true, alpha); - gl_state_disable_blend(); + gl_rend_state.disable_blend(); } rend->transparency_combine((float_t)alpha * (float_t)(1.0 / 255.0)); } @@ -2058,7 +2058,7 @@ static void draw_pass_3d_translucent_has_objects(bool* arr, mdl::ObjType type) { } static void draw_pass_reflect_full(rndr::RenderManager& render_manager) { - gl_state_begin_event("pass_reflect"); + gl_rend_state.begin_event("pass_reflect"); RenderTexture& refl_tex = reflect_full_ptr->reflect_texture; RenderTexture& refl_buf_tex = reflect_full_ptr->reflect_buffer_texture; refl_tex.Bind(); @@ -2073,7 +2073,7 @@ static void draw_pass_reflect_full(rndr::RenderManager& render_manager) { if (!sss_data_get()->enable || !sss_data_get()->npr_contour) glClearDLL(GL_DEPTH_BUFFER_BIT); - gl_state_set_depth_func(GL_LEQUAL); + gl_rend_state.set_depth_func(GL_LEQUAL); for (int32_t i = LIGHT_SET_MAIN; i < LIGHT_SET_MAX; i++) lighting_set((light_set_id)i); @@ -2086,10 +2086,10 @@ static void draw_pass_reflect_full(rndr::RenderManager& render_manager) { else glClearDLL(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); - gl_state_enable_depth_test(); - gl_state_set_depth_func(GL_LEQUAL); - gl_state_set_depth_mask(GL_TRUE); - gl_state_set_cull_face_mode(GL_FRONT); + gl_rend_state.enable_depth_test(); + gl_rend_state.set_depth_func(GL_LEQUAL); + gl_rend_state.set_depth_mask(GL_TRUE); + gl_rend_state.set_cull_face_mode(GL_FRONT); reflect_draw = true; draw_state.shader_index = -1; @@ -2104,17 +2104,17 @@ static void draw_pass_reflect_full(rndr::RenderManager& render_manager) { draw_pass_3d_shadow_reset(); if (render_manager.effect_texture) - gl_state_active_bind_texture_2d(14, render_manager.effect_texture->glid); + gl_rend_state.active_bind_texture_2d(14, render_manager.effect_texture->glid); else - gl_state_active_bind_texture_2d(14, rctx->empty_texture_2d->glid); + gl_rend_state.active_bind_texture_2d(14, rctx->empty_texture_2d->glid); uniform->arr[U_WATER_REFLECT] = 0; sss_data_get()->set_texture(3); - gl_state_bind_sampler(14, rctx->render_samplers[0]); - gl_state_bind_sampler(15, rctx->render_samplers[0]); - gl_state_bind_sampler(16, rctx->render_samplers[0]); + gl_rend_state.bind_sampler(14, rctx->render_samplers[0]); + gl_rend_state.bind_sampler(15, rctx->render_samplers[0]); + gl_rend_state.bind_sampler(16, rctx->render_samplers[0]); uniform->arr[U_STAGE_AMBIENT] = render_manager.light_stage_ambient ? 1 : 0; @@ -2132,63 +2132,63 @@ static void draw_pass_reflect_full(rndr::RenderManager& render_manager) { uniform->arr[U_REFLECT] = 1; if (render_manager.draw_pass_3d[DRAW_PASS_3D_OPAQUE]) { - gl_state_enable_depth_test(); - gl_state_set_depth_mask(GL_TRUE); + gl_rend_state.enable_depth_test(); + gl_rend_state.set_depth_mask(GL_TRUE); disp_manager->draw(mdl::OBJ_TYPE_REFLECT_OPAQUE); - gl_state_disable_depth_test(); + gl_rend_state.disable_depth_test(); } Glitter::glt_particle_manager_x->DispScenes(Glitter::DISP_OPAQUE); - gl_state_enable_depth_test(); - gl_state_set_depth_mask(GL_TRUE); + gl_rend_state.enable_depth_test(); + gl_rend_state.set_depth_mask(GL_TRUE); if (render_manager.draw_pass_3d[DRAW_PASS_3D_TRANSPARENT]) disp_manager->draw(mdl::OBJ_TYPE_REFLECT_TRANSPARENT); if (render_manager.npr_param == 1) render_manager.pass_3d_contour(); - gl_state_disable_depth_test(); + gl_rend_state.disable_depth_test(); - gl_state_set_color_mask(GL_TRUE, GL_TRUE, GL_TRUE, GL_FALSE); + gl_rend_state.set_color_mask(GL_TRUE, GL_TRUE, GL_TRUE, GL_FALSE); Glitter::glt_particle_manager_x->DispScenes(Glitter::DISP_ALPHA); - gl_state_set_color_mask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); + gl_rend_state.set_color_mask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); /*if (npr_param == 1) { - gl_state_set_color_mask(GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE); + gl_rend_state.set_color_mask(GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE); glClearColor(0.0f, 0.0f, 0.0f, 0.0f); glClear(GL_COLOR_BUFFER_BIT); - gl_state_set_color_mask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); + gl_rend_state.set_color_mask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); }*/ - gl_state_enable_depth_test(); + gl_rend_state.enable_depth_test(); if (render_manager.draw_pass_3d[DRAW_PASS_3D_TRANSLUCENT]) { - gl_state_enable_blend(); - gl_state_set_blend_func(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - gl_state_set_depth_mask(GL_FALSE); + gl_rend_state.enable_blend(); + gl_rend_state.set_blend_func(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + gl_rend_state.set_depth_mask(GL_FALSE); disp_manager->draw(mdl::OBJ_TYPE_REFLECT_TRANSLUCENT_SORT_BY_RADIUS); disp_manager->draw(mdl::OBJ_TYPE_REFLECT_TRANSLUCENT); - gl_state_disable_blend(); + gl_rend_state.disable_blend(); } - gl_state_set_color_mask(GL_TRUE, GL_TRUE, GL_TRUE, GL_FALSE); // X + gl_rend_state.set_color_mask(GL_TRUE, GL_TRUE, GL_TRUE, GL_FALSE); // X Glitter::glt_particle_manager_x->DispScenes(Glitter::DISP_TYPE_2); - gl_state_set_color_mask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); - gl_state_disable_depth_test(); + gl_rend_state.set_color_mask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); + gl_rend_state.disable_depth_test(); - gl_state_set_color_mask(GL_TRUE, GL_TRUE, GL_TRUE, GL_FALSE); + gl_rend_state.set_color_mask(GL_TRUE, GL_TRUE, GL_TRUE, GL_FALSE); Glitter::glt_particle_manager_x->DispScenes(Glitter::DISP_NORMAL); - gl_state_set_color_mask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); + gl_rend_state.set_color_mask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); - gl_state_active_bind_texture_2d(14, 0); - gl_state_active_bind_texture_2d(15, 0); + gl_rend_state.active_bind_texture_2d(14, 0); + gl_rend_state.active_bind_texture_2d(15, 0); if (render_manager.shadow) draw_pass_3d_shadow_reset(); - gl_state_set_cull_face_mode(GL_BACK); - gl_state_disable_depth_test(); + gl_rend_state.set_cull_face_mode(GL_BACK); + gl_rend_state.disable_depth_test(); reflect_full_ptr->dof->apply(&refl_tex, &refl_buf_tex); @@ -2213,8 +2213,8 @@ static void draw_pass_reflect_full(rndr::RenderManager& render_manager) { glClearColorDLL(clear_color.x, clear_color.y, clear_color.z, clear_color.w); } shader::unbind(); - gl_state_bind_framebuffer(0); - gl_state_end_event(); + gl_rend_state.bind_framebuffer(0); + gl_rend_state.end_event(); } static bool draw_pass_reflect_get_obj_reflect_surface() { @@ -2255,7 +2255,7 @@ static void blur_filter_apply(RenderTexture* dst, RenderTexture* src, if (!dst || !src) return; - gl_state_begin_event("`anonymous-namespace'::Impl::apply_blur_filter_sub"); + gl_rend_state.begin_event("`anonymous-namespace'::Impl::apply_blur_filter_sub"); dst->Bind(); dst->SetViewport(); @@ -2277,14 +2277,14 @@ static void blur_filter_apply(RenderTexture* dst, RenderTexture* src, rctx->imgfilter_batch_ubo.WriteMemory(imgfilter_batch); uniform->arr[U_IMAGE_FILTER] = filter == BLUR_FILTER_32 ? 1 : 0; - gl_state_bind_vertex_array(rctx->box_vao); + gl_rend_state.bind_vertex_array(rctx->box_vao); shaders_ft.set(SHADER_FT_IMGFILT); rctx->filter_scene_ubo.Bind(0); rctx->imgfilter_batch_ubo.Bind(1); - gl_state_active_bind_texture_2d(0, src->GetColorTex()); - gl_state_bind_sampler(0, rctx->render_samplers[0]); + gl_rend_state.active_bind_texture_2d(0, src->GetColorTex()); + gl_rend_state.bind_sampler(0, rctx->render_samplers[0]); shaders_ft.draw_arrays(GL_TRIANGLE_STRIP, (GLint)(filter * 4LL), 4); - gl_state_end_event(); + gl_rend_state.end_event(); } static void fog_set(fog_id id) { @@ -2591,7 +2591,7 @@ static void render_manager_init_render_textures(int32_t multisample) { glGenFramebuffers(1, &render_manager.multisample_framebuffer); glGenRenderbuffers(1, &render_manager.multisample_renderbuffer); - gl_state_bind_framebuffer(render_manager.multisample_framebuffer); + gl_rend_state.bind_framebuffer(render_manager.multisample_framebuffer); glBindRenderbuffer(GL_RENDERBUFFER, render_manager.multisample_renderbuffer); glRenderbufferStorageMultisample(GL_RENDERBUFFER, 8, GL_RGBA8, render_manager.width, render_manager.height); @@ -2599,7 +2599,7 @@ static void render_manager_init_render_textures(int32_t multisample) { GL_RENDERBUFFER, render_manager.multisample_renderbuffer); glDrawBufferDLL(GL_COLOR_ATTACHMENT0); glDrawBufferDLL(GL_COLOR_ATTACHMENT0); - gl_state_bind_framebuffer(0); + gl_rend_state.bind_framebuffer(0); glBindRenderbuffer(GL_RENDERBUFFER, 0); if (glGetErrorDLL()) { @@ -2622,7 +2622,7 @@ static void render_manager_init_render_textures(int32_t multisample) { glClearColorDLL(0.0f, 0.0f, 0.0f, 0.0f); glClearDLL(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); } - gl_state_bind_framebuffer(0); + gl_rend_state.bind_framebuffer(0); } static void set_reflect_mat(render_context* rctx) { diff --git a/src/DivaGL/render_texture.cpp b/src/DivaGL/render_texture.cpp index f705c6e..7134f18 100644 --- a/src/DivaGL/render_texture.cpp +++ b/src/DivaGL/render_texture.cpp @@ -4,7 +4,7 @@ */ #include "render_texture.hpp" -#include "gl_state.hpp" +#include "gl_rend_state.hpp" #include static uint32_t& render_texture_counter = *(uint32_t*)0x00000001411AD648; @@ -26,11 +26,11 @@ int32_t RenderTexture::Bind(int32_t index) { if (index < 0 || index > max_level) return -1; - gl_state_bind_framebuffer(fbos[index]); + gl_rend_state.bind_framebuffer(fbos[index]); if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) return -1; - gl_state_get_error(); + gl_get_error_print(); return 0; } @@ -82,12 +82,12 @@ int32_t RenderTexture::Init(int32_t width, int32_t height, render_texture_counter++; color_texture = GetColorTex(); - gl_state_bind_texture_2d(GetColorTex()); + gl_rend_state.bind_texture_2d(GetColorTex()); if (color_format == GL_RGBA32F) { glTexParameteriDLL(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteriDLL(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); } - gl_state_bind_texture_2d(0); + gl_rend_state.bind_texture_2d(0); } else { this->color_texture = 0; @@ -121,22 +121,22 @@ int32_t RenderTexture::Init(int32_t width, int32_t height, } /*int32_t RenderTexture::InitDepthRenderbuffer(GLenum internal_format, int32_t width, int32_t height) { - gl_state_bind_framebuffer(fbos[0]); + gl_rend_state.bind_framebuffer(fbos[0]); glGenRenderbuffers(1, &depth_rbo); glBindRenderbuffer(GL_RENDERBUFFER, depth_rbo); glRenderbufferStorage(GL_RENDERBUFFER, internal_format, width, height); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depth_rbo); - gl_state_bind_framebuffer(0); + gl_rend_state.bind_framebuffer(0); return -(glGetError() != GL_ZERO); } int32_t RenderTexture::InitStencilRenderbuffer(GLenum internal_format, int32_t width, int32_t height) { - gl_state_bind_framebuffer(fbos[0]); + gl_rend_state.bind_framebuffer(fbos[0]); glGenRenderbuffers(1, &stencil_rbo); glBindRenderbuffer(GL_RENDERBUFFER, stencil_rbo); glRenderbufferStorage(GL_RENDERBUFFER, internal_format, width, height); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, stencil_rbo); - gl_state_bind_framebuffer(0); + gl_rend_state.bind_framebuffer(0); return -(glGetError() != GL_ZERO); }*/ @@ -161,7 +161,7 @@ void render_texture_patch() { static int32_t render_texture_init_framebuffer(RenderTexture* rt, int32_t max_level) { rt->fbos = force_malloc(max_level + 1LL); glGenFramebuffers(max_level + 1, rt->fbos); - return -(gl_state_get_error() != GL_ZERO); + return -(gl_get_error_print() != GL_ZERO); } static int32_t render_texture_set_framebuffer_texture(RenderTexture* rt, @@ -169,22 +169,22 @@ static int32_t render_texture_set_framebuffer_texture(RenderTexture* rt, if (level < 0 || level > rt->max_level) return -1; - gl_state_bind_framebuffer(rt->fbos[level]); - gl_state_get_error(); + gl_rend_state.bind_framebuffer(rt->fbos[level]); + gl_get_error_print(); if (color_texture) { glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, color_texture, level); - gl_state_get_error(); + gl_get_error_print(); glDrawBufferDLL(GL_COLOR_ATTACHMENT0); glReadBufferDLL(GL_COLOR_ATTACHMENT0); } else { glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, 0, 0); - gl_state_get_error(); + gl_get_error_print(); glDrawBufferDLL(GL_ZERO); glReadBufferDLL(GL_ZERO); } - gl_state_get_error(); + gl_get_error_print(); if (!level) { GLenum attechment = stencil ? GL_DEPTH_STENCIL_ATTACHMENT : GL_DEPTH_ATTACHMENT; @@ -196,13 +196,13 @@ static int32_t render_texture_set_framebuffer_texture(RenderTexture* rt, }*/ else glFramebufferTexture(GL_FRAMEBUFFER, attechment, 0, 0); - gl_state_get_error(); + gl_get_error_print(); } int32_t ret = 0; if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) ret = -1; - gl_state_bind_framebuffer(0); - gl_state_get_error(); + gl_rend_state.bind_framebuffer(0); + gl_get_error_print(); return ret; } diff --git a/src/DivaGL/render_texture.hpp b/src/DivaGL/render_texture.hpp index fb46aa7..55b0d3e 100644 --- a/src/DivaGL/render_texture.hpp +++ b/src/DivaGL/render_texture.hpp @@ -6,7 +6,7 @@ #pragma once #include "shared.hpp" -#include "gl_state.hpp" +#include "gl_rend_state.hpp" #include "texture.hpp" struct RenderTexture { @@ -47,7 +47,7 @@ struct RenderTexture { }; inline void SetViewport() { - gl_state_set_viewport(0, 0, GetWidth(), GetHeight()); + gl_rend_state.set_viewport(0, 0, GetWidth(), GetHeight()); }; }; diff --git a/src/DivaGL/renderer/dof.cpp b/src/DivaGL/renderer/dof.cpp index d0e576b..16d6a46 100644 --- a/src/DivaGL/renderer/dof.cpp +++ b/src/DivaGL/renderer/dof.cpp @@ -6,7 +6,7 @@ #include "dof.hpp" #include "../rob/rob.hpp" #include "../camera.hpp" -#include "../gl_state.hpp" +#include "../gl_rend_state.hpp" #include "../render_context.hpp" #include "../shader_ft.hpp" #include @@ -155,43 +155,43 @@ namespace renderer { void DOF3::apply_f2(RenderTexture* rt, RenderTexture* buf_rt, GLuint color_texture, GLuint depth_texture, float_t min_distance, float_t max_distance, float_t fov, float_t focus, float_t focus_range, float_t fuzzing_range, float_t ratio) { - gl_state_begin_event("renderer::DOF3::apply_f2"); - gl_state_disable_blend(); - gl_state_set_depth_mask(GL_FALSE); - gl_state_set_depth_func(GL_ALWAYS); + gl_rend_state.begin_event("renderer::DOF3::apply_f2"); + gl_rend_state.disable_blend(); + gl_rend_state.set_depth_mask(GL_FALSE); + gl_rend_state.set_depth_func(GL_ALWAYS); update_data(min_distance, max_distance, fov, focus, 0.0f, 1.0f, focus_range, fuzzing_range, ratio); uniform->arr[U_DOF] = 1; - gl_state_bind_vertex_array(vao); + gl_rend_state.bind_vertex_array(vao); render_tiles(depth_texture, true); downsample(color_texture, depth_texture, true); apply_main_filter(true); upsample(rt, buf_rt, color_texture, depth_texture, true); - gl_state_use_program(0); + gl_rend_state.use_program(0); for (int32_t i = 0; i < 8; i++) { - gl_state_bind_sampler(i, 0); - gl_state_active_bind_texture_2d(i, 0); + gl_rend_state.bind_sampler(i, 0); + gl_rend_state.active_bind_texture_2d(i, 0); } - gl_state_bind_vertex_array(0); - gl_state_end_event(); + gl_rend_state.bind_vertex_array(0); + gl_rend_state.end_event(); } void DOF3::apply_physical(RenderTexture* rt, RenderTexture* buf_rt, GLuint color_texture, GLuint depth_texture, float_t min_distance, float_t max_distance, float_t focus, float_t focal_length, float_t fov, float_t f_number) { - gl_state_begin_event("renderer::DOF3::apply_physical"); - gl_state_disable_blend(); - gl_state_set_depth_mask(GL_FALSE); - gl_state_set_depth_func(GL_ALWAYS); + gl_rend_state.begin_event("renderer::DOF3::apply_physical"); + gl_rend_state.disable_blend(); + gl_rend_state.set_depth_mask(GL_FALSE); + gl_rend_state.set_depth_func(GL_ALWAYS); update_data(min_distance, max_distance, fov, focus, focal_length, f_number, 0.0f, 0.1f, 0.0f); uniform->arr[U_DOF] = 0; - gl_state_bind_vertex_array(vao); + gl_rend_state.bind_vertex_array(vao); render_tiles(depth_texture, false); downsample(color_texture, depth_texture, false); apply_main_filter(false); @@ -199,88 +199,88 @@ namespace renderer { shader::unbind(); for (int32_t i = 0; i < 8; i++) { - gl_state_bind_sampler(i, 0); - gl_state_active_bind_texture_2d(i, 0); + gl_rend_state.bind_sampler(i, 0); + gl_rend_state.active_bind_texture_2d(i, 0); } - gl_state_bind_vertex_array(0); - gl_state_end_event(); + gl_rend_state.bind_vertex_array(0); + gl_rend_state.end_event(); } void DOF3::render_tiles(GLuint depth_texture, bool f2) { - gl_state_begin_event("renderer::DOF3::render_tiles"); + gl_rend_state.begin_event("renderer::DOF3::render_tiles"); fbo[0].bind_buffer(); - gl_state_set_viewport(0, 0, fbo[0].width, fbo[0].height); + gl_rend_state.set_viewport(0, 0, fbo[0].width, fbo[0].height); uniform->arr[U_DOF_STAGE] = 0; shaders_ft.set(SHADER_FT_DOF); common_ubo.Bind(0); - gl_state_active_bind_texture_2d(0, depth_texture); - gl_state_bind_sampler(0, samplers[1]); + gl_rend_state.active_bind_texture_2d(0, depth_texture); + gl_rend_state.bind_sampler(0, samplers[1]); glDrawArraysDLL(GL_TRIANGLE_STRIP, 0, 4); fbo[1].bind_buffer(); - gl_state_set_viewport(0, 0, fbo[1].width, fbo[1].height); + gl_rend_state.set_viewport(0, 0, fbo[1].width, fbo[1].height); uniform->arr[U_DOF_STAGE] = 1; shaders_ft.set(SHADER_FT_DOF); - gl_state_active_bind_texture_2d(0, textures[0]); - gl_state_bind_sampler(0, samplers[1]); + gl_rend_state.active_bind_texture_2d(0, textures[0]); + gl_rend_state.bind_sampler(0, samplers[1]); glDrawArraysDLL(GL_TRIANGLE_STRIP, 0, 4); - gl_state_end_event(); + gl_rend_state.end_event(); } void DOF3::downsample(GLuint color_texture, GLuint depth_texture, bool f2) { - gl_state_begin_event("renderer::DOF3::downsample"); + gl_rend_state.begin_event("renderer::DOF3::downsample"); fbo[2].bind_buffer(); - gl_state_set_viewport(0, 0, fbo[2].width, fbo[2].height); + gl_rend_state.set_viewport(0, 0, fbo[2].width, fbo[2].height); uniform->arr[U_DOF_STAGE] = 2; shaders_ft.set(SHADER_FT_DOF); common_ubo.Bind(0); - gl_state_active_bind_texture_2d(0, depth_texture); - gl_state_bind_sampler(0, samplers[1]); - gl_state_active_bind_texture_2d(1, color_texture); - gl_state_bind_sampler(1, samplers[0]); - gl_state_active_bind_texture_2d(2, textures[1]); - gl_state_bind_sampler(2, samplers[1]); + gl_rend_state.active_bind_texture_2d(0, depth_texture); + gl_rend_state.bind_sampler(0, samplers[1]); + gl_rend_state.active_bind_texture_2d(1, color_texture); + gl_rend_state.bind_sampler(1, samplers[0]); + gl_rend_state.active_bind_texture_2d(2, textures[1]); + gl_rend_state.bind_sampler(2, samplers[1]); glDrawArraysDLL(GL_TRIANGLE_STRIP, 0, 4); - gl_state_end_event(); + gl_rend_state.end_event(); } void DOF3::apply_main_filter(bool f2) { - gl_state_begin_event("renderer::DOF3::apply_main_filter"); + gl_rend_state.begin_event("renderer::DOF3::apply_main_filter"); fbo[3].bind_buffer(); - gl_state_set_viewport(0, 0, fbo[3].width, fbo[3].height); + gl_rend_state.set_viewport(0, 0, fbo[3].width, fbo[3].height); uniform->arr[U_DOF_STAGE] = 3; shaders_ft.set(SHADER_FT_DOF); common_ubo.Bind(0); texcoords_ubo.Bind(1); - gl_state_active_bind_texture_2d(0, textures[3]); - gl_state_bind_sampler(0, samplers[1]); - gl_state_active_bind_texture_2d(1, textures[2]); - gl_state_bind_sampler(1, samplers[1]); - gl_state_active_bind_texture_2d(2, textures[1]); - gl_state_bind_sampler(2, samplers[1]); + gl_rend_state.active_bind_texture_2d(0, textures[3]); + gl_rend_state.bind_sampler(0, samplers[1]); + gl_rend_state.active_bind_texture_2d(1, textures[2]); + gl_rend_state.bind_sampler(1, samplers[1]); + gl_rend_state.active_bind_texture_2d(2, textures[1]); + gl_rend_state.bind_sampler(2, samplers[1]); glDrawArraysDLL(GL_TRIANGLE_STRIP, 0, 4); - gl_state_end_event(); + gl_rend_state.end_event(); } void DOF3::upsample(RenderTexture* rt, RenderTexture* buf_rt, GLuint color_texture, GLuint depth_texture, bool f2) { - gl_state_begin_event("renderer::DOF3::upsample"); + gl_rend_state.begin_event("renderer::DOF3::upsample"); buf_rt->Bind(); - gl_state_set_viewport(0, 0, width, height); + gl_rend_state.set_viewport(0, 0, width, height); uniform->arr[U_DOF_STAGE] = 4; shaders_ft.set(SHADER_FT_DOF); common_ubo.Bind(0); - gl_state_active_bind_texture_2d(0, textures[4]); - gl_state_bind_sampler(0, samplers[1]); - gl_state_active_bind_texture_2d(1, textures[5]); - gl_state_bind_sampler(1, samplers[1]); - gl_state_active_bind_texture_2d(2, textures[1]); - gl_state_bind_sampler(2, samplers[1]); - gl_state_active_bind_texture_2d(3, color_texture); - gl_state_bind_sampler(3, samplers[1]); - gl_state_active_bind_texture_2d(4, depth_texture); - gl_state_bind_sampler(4, samplers[1]); + gl_rend_state.active_bind_texture_2d(0, textures[4]); + gl_rend_state.bind_sampler(0, samplers[1]); + gl_rend_state.active_bind_texture_2d(1, textures[5]); + gl_rend_state.bind_sampler(1, samplers[1]); + gl_rend_state.active_bind_texture_2d(2, textures[1]); + gl_rend_state.bind_sampler(2, samplers[1]); + gl_rend_state.active_bind_texture_2d(3, color_texture); + gl_rend_state.bind_sampler(3, samplers[1]); + gl_rend_state.active_bind_texture_2d(4, depth_texture); + gl_rend_state.bind_sampler(4, samplers[1]); glDrawArraysDLL(GL_TRIANGLE_STRIP, 0, 4); if (DIVA_GL_VERSION_4_3) @@ -291,7 +291,7 @@ namespace renderer { fbo_blit(buf_rt->fbos[0], rt->fbos[0], 0, 0, width, height, 0, 0, width, height, GL_COLOR_BUFFER_BIT, GL_NEAREST); - gl_state_end_event(); + gl_rend_state.end_event(); } void DOF3::init_textures(int32_t width, int32_t height) { @@ -301,23 +301,23 @@ namespace renderer { int32_t h2 = max_def(height / 2, 1); glGenTextures(6, textures); - gl_state_bind_texture_2d(textures[0]); + gl_rend_state.bind_texture_2d(textures[0]); glTexImage2DDLL(GL_TEXTURE_2D, 0, GL_RG16F, w20, h20, 0, GL_RG, GL_HALF_FLOAT, 0); fbo[0].init(w20, h20, &textures[0], 1, 0); - gl_state_bind_texture_2d(textures[1]); + gl_rend_state.bind_texture_2d(textures[1]); glTexImage2DDLL(GL_TEXTURE_2D, 0, GL_RG16F, w20, h20, 0, GL_RG, GL_HALF_FLOAT, 0); fbo[1].init(w20, h20, &textures[1], 1, 0); - gl_state_bind_texture_2d(textures[2]); + gl_rend_state.bind_texture_2d(textures[2]); glTexImage2DDLL(GL_TEXTURE_2D, 0, GL_R11F_G11F_B10F, w2, h2, 0, GL_RGB, GL_UNSIGNED_INT_10F_11F_11F_REV, 0); - gl_state_bind_texture_2d(textures[3]); + gl_rend_state.bind_texture_2d(textures[3]); glTexImage2DDLL(GL_TEXTURE_2D, 0, GL_R11F_G11F_B10F, w2, h2, 0, GL_RGB, GL_UNSIGNED_INT_10F_11F_11F_REV, 0); fbo[2].init(w2, h2, &textures[2], 2, 0); - gl_state_bind_texture_2d(textures[4]); + gl_rend_state.bind_texture_2d(textures[4]); glTexImage2DDLL(GL_TEXTURE_2D, 0, GL_R11F_G11F_B10F, w2, h2, 0, GL_RGB, GL_UNSIGNED_INT_10F_11F_11F_REV, 0); - gl_state_bind_texture_2d(textures[5]); + gl_rend_state.bind_texture_2d(textures[5]); glTexImage2DDLL(GL_TEXTURE_2D, 0, GL_R8, w2, h2, 0, GL_RED, GL_UNSIGNED_BYTE, 0); fbo[3].init(w2, h2, &textures[4], 2, 0); } diff --git a/src/DivaGL/renderer/fbo.cpp b/src/DivaGL/renderer/fbo.cpp index 6ed9fb9..907c9f4 100644 --- a/src/DivaGL/renderer/fbo.cpp +++ b/src/DivaGL/renderer/fbo.cpp @@ -41,7 +41,7 @@ namespace renderer { textures[count] = depth_texture; glGenFramebuffers(1, &buffer); - gl_state_bind_framebuffer(buffer, true); + gl_rend_state.bind_framebuffer(buffer, true); for (int32_t i = 0; i < count; i++) glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, textures[i], 0); @@ -53,7 +53,7 @@ namespace renderer { color_attachments[i] = GL_COLOR_ATTACHMENT0 + i; glDrawBuffers(count, color_attachments); glCheckFramebufferStatus(GL_FRAMEBUFFER); - gl_state_bind_framebuffer(0); + gl_rend_state.bind_framebuffer(0); } #pragma warning(pop) diff --git a/src/DivaGL/renderer/fbo.hpp b/src/DivaGL/renderer/fbo.hpp index ab29d40..62d60ad 100644 --- a/src/DivaGL/renderer/fbo.hpp +++ b/src/DivaGL/renderer/fbo.hpp @@ -5,7 +5,7 @@ #pragma once -#include "../gl_state.hpp" +#include "../gl_rend_state.hpp" #include "../shared.hpp" namespace renderer { @@ -29,7 +29,7 @@ namespace renderer { void free(); inline void bind_buffer() { - gl_state_bind_framebuffer(buffer); + gl_rend_state.bind_framebuffer(buffer); } }; diff --git a/src/DivaGL/renderer/transparency.cpp b/src/DivaGL/renderer/transparency.cpp index 7d18ba3..60a3e09 100644 --- a/src/DivaGL/renderer/transparency.cpp +++ b/src/DivaGL/renderer/transparency.cpp @@ -6,7 +6,7 @@ #include "transparency.hpp" #include "../../KKdLib/str_utils.hpp" #include "../render_context.hpp" -#include "../gl_state.hpp" +#include "../gl_rend_state.hpp" #include "../shader_ft.hpp" extern render_context* rctx; @@ -44,16 +44,16 @@ namespace renderer { shader_data.g_opacity = { alpha, 0.0f, 0.0f, 0.0f }; rctx->transparency_batch_ubo.WriteMemory(shader_data); - gl_state_disable_blend(); - gl_state_disable_depth_test(); + gl_rend_state.disable_blend(); + gl_rend_state.disable_depth_test(); rctx->render_buffer.Bind(); shaders_ft.set(SHADER_FT_TRANSPARENCY); rctx->transparency_batch_ubo.Bind(0); - gl_state_active_bind_texture_2d(0, fbo.textures[0]); - gl_state_active_bind_texture_2d(1, rt->GetColorTex()); - gl_state_bind_vertex_array(vao); + gl_rend_state.active_bind_texture_2d(0, fbo.textures[0]); + gl_rend_state.active_bind_texture_2d(1, rt->GetColorTex()); + gl_rend_state.bind_vertex_array(vao); shaders_ft.draw_arrays(GL_TRIANGLE_STRIP, 0, 4); - gl_state_enable_depth_test(); + gl_rend_state.enable_depth_test(); if (DIVA_GL_VERSION_4_3) glCopyImageSubData(rctx->render_buffer.GetColorTex(), GL_TEXTURE_2D, 0, 0, 0, 0, @@ -70,17 +70,17 @@ namespace renderer { fbo.textures[0], GL_TEXTURE_2D, 0, 0, 0, 0, fbo.width, fbo.height, 1); fbo.bind_buffer(); - gl_state_set_viewport(0, 0, fbo.width, fbo.height); + gl_rend_state.set_viewport(0, 0, fbo.width, fbo.height); if (!DIVA_GL_VERSION_4_3) { - gl_state_disable_depth_test(); + gl_rend_state.disable_depth_test(); uniform->arr[U_REDUCE] = 0; shaders_ft.set(SHADER_FT_REDUCE); - gl_state_active_bind_texture_2d(0, texture); - gl_state_bind_sampler(0, rctx->render_samplers[1]); + gl_rend_state.active_bind_texture_2d(0, texture); + gl_rend_state.bind_sampler(0, rctx->render_samplers[1]); render_get()->draw_quad(fbo.width, fbo.height, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f); - gl_state_enable_depth_test(); + gl_rend_state.enable_depth_test(); } } diff --git a/src/DivaGL/rob/rob.cpp b/src/DivaGL/rob/rob.cpp index 65cf87f..becc0db 100644 --- a/src/DivaGL/rob/rob.cpp +++ b/src/DivaGL/rob/rob.cpp @@ -6,7 +6,7 @@ #include "rob.hpp" #include "../../KKdLib/str_utils.hpp" #include "../mdl/disp_manager.hpp" -#include "../gl_state.hpp" +#include "../gl_rend_state.hpp" #include "../object.hpp" #include "../render_manager.hpp" #include diff --git a/src/DivaGL/screen_shot.cpp b/src/DivaGL/screen_shot.cpp index a78e054..5d62088 100644 --- a/src/DivaGL/screen_shot.cpp +++ b/src/DivaGL/screen_shot.cpp @@ -4,7 +4,7 @@ */ #include "screen_shot.hpp" -#include "gl_state.hpp" +#include "gl_rend_state.hpp" #include "render_context.hpp" #include "shader_ft.hpp" #include "texture.hpp" @@ -62,9 +62,9 @@ HOOK(bool, FASTCALL, sub_1401898E0, 0x00000001401898E0, __int64 a1, texture* tex struc_21 v9 = {}; sub_140188010(&v9, tex->width, tex->height, 1); - gl_state_bind_texture_2d(tex->glid); + gl_rend_state.bind_texture_2d(tex->glid); glGetTexImageDLL(GL_TEXTURE_2D, 0, GL_RGB, GL_UNSIGNED_BYTE, sub_140188410(&v9)); - gl_state_bind_texture_2d(0); + gl_rend_state.bind_texture_2d(0); struc_21 v10 = {}; sub_140188100(&v9, sub_140189B10(&v9, &v10, false, true)); @@ -75,7 +75,7 @@ HOOK(bool, FASTCALL, sub_1401898E0, 0x00000001401898E0, __int64 a1, texture* tex } HOOK(void, FASTCALL, ScreenShotImpl__get_data, 0x0000000140557F50, ScreenShotImpl* impl) { - gl_state_active_bind_texture_2d(0, impl->tex->glid); + gl_rend_state.active_bind_texture_2d(0, impl->tex->glid); glCopyTexSubImage2DDLL(GL_TEXTURE_2D, 0, 0, 0, 0, 0, impl->width, impl->height); float_t ratio = (float_t)(impl->curr_height * impl->curr_width) / (float_t)(impl->width * impl->height); @@ -98,20 +98,20 @@ HOOK(void, FASTCALL, ScreenShotImpl__get_data, 0x0000000140557F50, ScreenShotImp rctx->quad_ubo.WriteMemory(quad); rctx->quad_ubo.Bind(0); - gl_state_disable_depth_test(); - gl_state_disable_blend(); - gl_state_disable_cull_face(); - gl_state_set_viewport(0, 0, impl->curr_width, impl->curr_height); + gl_rend_state.disable_depth_test(); + gl_rend_state.disable_blend(); + gl_rend_state.disable_cull_face(); + gl_rend_state.set_viewport(0, 0, impl->curr_width, impl->curr_height); shaders_ft.set(SHADER_FT_REDUCE); - gl_state_bind_vertex_array(rctx->common_vao); + gl_rend_state.bind_vertex_array(rctx->common_vao); shaders_ft.draw_arrays(GL_TRIANGLE_STRIP, 0, 4); - gl_state_bind_vertex_array(0); + gl_rend_state.bind_vertex_array(0); shader::unbind(); - gl_state_enable_cull_face(); - gl_state_enable_blend(); - gl_state_enable_depth_test(); + gl_rend_state.enable_cull_face(); + gl_rend_state.enable_blend(); + gl_rend_state.enable_depth_test(); } HOOK(void, FASTCALL, ScreenShotData__get_data, 0x0000000140557BE0, ScreenShotData* data) { diff --git a/src/DivaGL/shader.cpp b/src/DivaGL/shader.cpp index 9d9891f..7438fbf 100644 --- a/src/DivaGL/shader.cpp +++ b/src/DivaGL/shader.cpp @@ -9,8 +9,9 @@ #include "../KKdLib/prj/vector_pair.hpp" #include "../KKdLib/hash.hpp" #include "../KKdLib/str_utils.hpp" -#include "gl_state.hpp" +#include "gl_rend_state.hpp" #include "print.hpp" +#include "shared.hpp" #include "wrap.hpp" #include @@ -59,7 +60,7 @@ int32_t shader::bind(shader_set_data* set, uint32_t sub_index) { GLuint program = sub_shader->programs[unival_shad]; set->curr_program = program; - gl_state_use_program(program); + gl_rend_state.use_program(program); return 0; } @@ -444,7 +445,7 @@ char* shader::parse_include(char* data, farc* f) { } void shader::unbind() { - gl_state_use_program(0); + gl_rend_state.use_program(0); } shader_set_data::shader_set_data() : size(), shaders(), curr_program(), @@ -805,13 +806,13 @@ void shader_set_data::load(farc* f, bool ignore_cache, if (programs[k] && samplers.size()) { GLuint program = programs[k]; - gl_state_use_program(program); + gl_rend_state.use_program(program); for (auto& i : samplers) { GLint loc = glGetUniformLocation(program, i.second.c_str()); if (loc != -1) glUniform1i(loc, i.first); } - gl_state_use_program(0); + gl_rend_state.use_program(0); } if (programs[k] && uniforms.size()) { @@ -870,13 +871,13 @@ void shader_set_data::load(farc* f, bool ignore_cache, if (programs[0] && samplers.size()) { GLuint program = programs[0]; - gl_state_use_program(program); + gl_rend_state.use_program(program); for (auto& i : samplers) { GLint loc = glGetUniformLocation(program, i.second.c_str()); if (loc != -1) glUniform1i(loc, i.first); } - gl_state_use_program(0); + gl_rend_state.use_program(0); } if (programs[0] && uniforms.size()) { @@ -1129,7 +1130,7 @@ static GLuint shader_compile(const char* vert, const char* frag, const char* vp, return 0; } else { - gl_state_get_all_gl_errors(); + gl_get_error_all_print(); return program; } } @@ -1203,13 +1204,13 @@ static GLuint shader_compile_binary(const char* vert, const char* frag, const ch return 0; } else { - gl_state_get_all_gl_errors(); + gl_get_error_all_print(); GLenum binary_format = 0x0; GLsizei length = 0; while (*buffer_size < 0x7FFFFFF) { glGetProgramBinary(program, *buffer_size, &length, &binary_format, *binary); - if (!gl_state_get_error()) + if (!gl_get_error_print()) break; free_def(*binary); @@ -1249,11 +1250,11 @@ static bool shader_update_data(shader_set_data* set) { return false; if (set->primitive_restart) { - gl_state_enable_primitive_restart(); - gl_state_set_primitive_restart_index(set->primitive_restart_index); + gl_rend_state.enable_primitive_restart(); + gl_rend_state.set_primitive_restart_index(set->primitive_restart_index); } else - gl_state_disable_primitive_restart(); + gl_rend_state.disable_primitive_restart(); return true; } diff --git a/src/DivaGL/shader_ft.cpp b/src/DivaGL/shader_ft.cpp index 5466c2f..c67674d 100644 --- a/src/DivaGL/shader_ft.cpp +++ b/src/DivaGL/shader_ft.cpp @@ -6,7 +6,7 @@ #include "shader_ft.hpp" #include "../KKdLib/str_utils.hpp" #include "../AFTModsShared/uniform.hpp" -#include "gl_state.hpp" +#include "gl_rend_state.hpp" #include "render_context.hpp" enum shader_ft_sub_enum { diff --git a/src/DivaGL/shadow.cpp b/src/DivaGL/shadow.cpp index 68a8dfa..0d368ee 100644 --- a/src/DivaGL/shadow.cpp +++ b/src/DivaGL/shadow.cpp @@ -79,14 +79,14 @@ int32_t Shadow::init() { return -1; for (int32_t i = 0; i < 3; i++) { - gl_state_bind_texture_2d(render_textures[i].GetColorTex()); + gl_rend_state.bind_texture_2d(render_textures[i].GetColorTex()); glTexParameteriDLL(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER); glTexParameteriDLL(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER); static const vec4 border_color = 1.0f; glTexParameterfvDLL(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, (GLfloat*)&border_color); } - gl_state_bind_texture_2d(0); - gl_state_get_error(); + gl_rend_state.bind_texture_2d(0); + gl_get_error_print(); return 0; } diff --git a/src/DivaGL/shared.cpp b/src/DivaGL/shared.cpp index 0009e04..d651f1d 100644 --- a/src/DivaGL/shared.cpp +++ b/src/DivaGL/shared.cpp @@ -4,13 +4,26 @@ */ #include "shared.hpp" -#include "gl_state.hpp" +#include "gl_rend_state.hpp" void fbo_blit(GLuint src_fbo, GLuint dst_fbo, GLint src_x, GLint src_y, GLint src_width, GLint src_height, GLint dst_x, GLint dst_y, GLint dst_width, GLint dst_height, GLbitfield mask, GLenum filter) { - gl_state_bind_read_framebuffer(src_fbo); - gl_state_bind_draw_framebuffer(dst_fbo); + gl_rend_state.bind_read_framebuffer(src_fbo); + gl_rend_state.bind_draw_framebuffer(dst_fbo); glBlitFramebuffer(src_x, src_y, src_x + src_width, src_y + src_height, dst_x, dst_y, dst_x + dst_width, dst_y + dst_height, mask, filter); } + +void gl_get_error_all_print() { + GLenum error; + while (error = glGetErrorDLL()) + printf_debug("GL Error: 0x%04X\n", error); +} + +GLenum gl_get_error_print() { + GLenum error = glGetErrorDLL(); + if (error) + printf_debug("GL Error: 0x%04X\n", error); + return error; +} diff --git a/src/DivaGL/shared.hpp b/src/DivaGL/shared.hpp index 7397039..e1e1219 100644 --- a/src/DivaGL/shared.hpp +++ b/src/DivaGL/shared.hpp @@ -11,3 +11,6 @@ extern void fbo_blit(GLuint src_fbo, GLuint dst_fbo, GLint src_x, GLint src_y, GLint src_width, GLint src_height, GLint dst_x, GLint dst_y, GLint dst_width, GLint dst_height, GLbitfield mask, GLenum filter); + +extern void gl_get_error_all_print(); +extern GLenum gl_get_error_print(); diff --git a/src/DivaGL/sprite.cpp b/src/DivaGL/sprite.cpp index c7b337c..c0bb9d3 100644 --- a/src/DivaGL/sprite.cpp +++ b/src/DivaGL/sprite.cpp @@ -251,7 +251,7 @@ namespace spr { if (index == 2 && resolution_mode != RESOLUTION_MODE_MAX) res_window_get()->resolution_mode = resolution_mode; - gl_state_rect viewport_rect = gl_state_get_viewport(); + gl_rend_state_rect viewport_rect = gl_rend_state.get_viewport(); for (int32_t i = 0; i < 2; i++) { auto reqlist = this->reqlist[index][i]; @@ -298,7 +298,7 @@ namespace spr { y_min = (int32_t)min.y; x_max = (int32_t)(max.x - min.x); y_max = (int32_t)(max.y - min.y); - gl_state_set_viewport(x_min, y_min, x_max, y_max); + gl_rend_state.set_viewport(x_min, y_min, x_max, y_max); } else { view_projection = view_projection_aet; @@ -338,12 +338,12 @@ namespace spr { RenderData& render_data = *sprite_manager_render_data; - gl_state_bind_vertex_array(render_data.vao); + gl_rend_state.bind_vertex_array(render_data.vao); for (uint32_t j = SPR_PRIO_MAX; j; j--, reqlist++) for (auto& k : *reqlist) if (k.sprite_draw_param_index >= 0) draw_sprite(k, mat, x_min, y_min, x_max, y_max, overlay_tex); - gl_state_bind_vertex_array(0); + gl_rend_state.bind_vertex_array(0); } if (index == 2 && resolution_mode != RESOLUTION_MODE_MAX) @@ -1075,7 +1075,7 @@ namespace spr { int32_t combiner = 0; if (draw_param.attrib.m.enable_blend) { if (draw_param.attrib.m.blend == 5) { - gl_state_active_bind_texture_2d(7, overlay_tex->glid); + gl_rend_state.active_bind_texture_2d(7, overlay_tex->glid); draw_sprite_copy_overlay_texture(args, mat, draw_param.vtx, x_min, y_min, x_max, y_max); combiner = 2; } @@ -1084,11 +1084,11 @@ namespace spr { const GLenum* blend = spr_blend_param[draw_param.attrib.m.blend]; - gl_state_enable_blend(); - gl_state_set_blend_func_separate(blend[0], blend[1], blend[2], blend[3]); + gl_rend_state.enable_blend(); + gl_rend_state.set_blend_func_separate(blend[0], blend[1], blend[2], blend[3]); } else - gl_state_disable_blend(); + gl_rend_state.disable_blend(); if (draw_param.shader == SHADER_FT_SPRITE) { int32_t tex_0_type = 0; @@ -1117,21 +1117,21 @@ namespace spr { } if (draw_param.textures[0]) { - gl_state_active_bind_texture_2d(0, draw_param.textures[0]->glid); - gl_state_bind_sampler(0, rctx->sprite_samplers[draw_param.attrib.m.sampler]); + gl_rend_state.active_bind_texture_2d(0, draw_param.textures[0]->glid); + gl_rend_state.bind_sampler(0, rctx->sprite_samplers[draw_param.attrib.m.sampler]); if (draw_param.textures[1]) { - gl_state_active_bind_texture_2d(1, draw_param.textures[1]->glid); - gl_state_bind_sampler(1, rctx->sprite_samplers[draw_param.attrib.m.sampler]); + gl_rend_state.active_bind_texture_2d(1, draw_param.textures[1]->glid); + gl_rend_state.bind_sampler(1, rctx->sprite_samplers[draw_param.attrib.m.sampler]); } - else if (!gl_state.texture_binding_2d[1]) - gl_state_active_bind_texture_2d(1, rctx->empty_texture_2d->glid); + else if (!gl_rend_state.texture_binding_2d[1]) + gl_rend_state.active_bind_texture_2d(1, rctx->empty_texture_2d->glid); } else { - if (!gl_state.texture_binding_2d[0]) - gl_state_active_bind_texture_2d(0, rctx->empty_texture_2d->glid); - if (!gl_state.texture_binding_2d[1]) - gl_state_active_bind_texture_2d(1, rctx->empty_texture_2d->glid); + if (!gl_rend_state.texture_binding_2d[0]) + gl_rend_state.active_bind_texture_2d(0, rctx->empty_texture_2d->glid); + if (!gl_rend_state.texture_binding_2d[1]) + gl_rend_state.active_bind_texture_2d(1, rctx->empty_texture_2d->glid); } shaders_ft.set(draw_param.shader); @@ -1143,15 +1143,15 @@ namespace spr { } static void draw_sprite_begin() { - gl_state_disable_blend(true); - gl_state_active_bind_texture_2d(0, rctx->empty_texture_2d->glid, true); - gl_state_bind_sampler(0, 0, true); - gl_state_active_bind_texture_2d(1, rctx->empty_texture_2d->glid, true); - gl_state_bind_sampler(1, 0, true); - gl_state_bind_sampler(7, 0, true); - gl_state_set_blend_func_separate(GL_ONE, GL_ZERO, GL_ONE, GL_ZERO, true); - gl_state_bind_vertex_array(0, true); - gl_state_bind_uniform_buffer_base(0, 0, true); + gl_rend_state.disable_blend(true); + gl_rend_state.active_bind_texture_2d(0, rctx->empty_texture_2d->glid, true); + gl_rend_state.bind_sampler(0, 0, true); + gl_rend_state.active_bind_texture_2d(1, rctx->empty_texture_2d->glid, true); + gl_rend_state.bind_sampler(1, 0, true); + gl_rend_state.bind_sampler(7, 0, true); + gl_rend_state.set_blend_func_separate(GL_ONE, GL_ZERO, GL_ONE, GL_ZERO, true); + gl_rend_state.bind_vertex_array(0, true); + gl_rend_state.bind_uniform_buffer_base(0, 0, true); } static void draw_sprite_copy_overlay_texture(const SprArgs& args, const mat4& mat, @@ -1210,20 +1210,20 @@ namespace spr { const int32_t width = x_max - x_min + 1; const int32_t height = y_max - y_min + 1; if (width * height > 0) { - gl_state_active_texture(7); + gl_rend_state.active_texture(7); glCopyTexSubImage2DDLL(GL_TEXTURE_2D, 0, x_min, y_min, x_min, y_min, width, height); } } static void draw_sprite_end() { - gl_state_disable_blend(); - gl_state_active_bind_texture_2d(0, 0); - gl_state_bind_sampler(0, 0); - gl_state_active_bind_texture_2d(1, 0); - gl_state_bind_sampler(1, 0); - gl_state_active_bind_texture_2d(7, 0); - gl_state_bind_sampler(7, 0); - gl_state_set_blend_func_separate(GL_ONE, GL_ZERO, GL_ONE, GL_ZERO); + gl_rend_state.disable_blend(); + gl_rend_state.active_bind_texture_2d(0, 0); + gl_rend_state.bind_sampler(0, 0); + gl_rend_state.active_bind_texture_2d(1, 0); + gl_rend_state.bind_sampler(1, 0); + gl_rend_state.active_bind_texture_2d(7, 0); + gl_rend_state.bind_sampler(7, 0); + gl_rend_state.set_blend_func_separate(GL_ONE, GL_ZERO, GL_ONE, GL_ZERO); shaders_ft.set(-1); } diff --git a/src/DivaGL/texture.cpp b/src/DivaGL/texture.cpp index b87101c..57e6d58 100644 --- a/src/DivaGL/texture.cpp +++ b/src/DivaGL/texture.cpp @@ -4,8 +4,9 @@ */ #include "texture.hpp" -#include "gl_state.hpp" #include "../AFTModsShared/types.hpp" +#include "gl_rend_state.hpp" +#include "shared.hpp" #include struct texture_handler { @@ -85,7 +86,7 @@ texture* texture_create_copy_texture_apply_color_tone( } else glGetTexImageDLL(org_tex->target, i, format, type, data); - gl_state_get_error(); + gl_get_error_print(); vec_data.push_back(data); } texture_bind(org_tex->target, 0); @@ -159,7 +160,7 @@ HOOK(void, FASTCALL, texture_apply_color_tone, 0x00000001403B5DF0, glTexSubImage2DDLL(chg_tex->target, i, 0, 0, width, height, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, data); } - gl_state_get_error(); + gl_get_error_print(); prj::HeapCMallocFree(prj::HeapCMallocTemp, data); } texture_bind(org_tex->target, 0); @@ -259,7 +260,7 @@ HOOK(texture*, FASTCALL, texture_create_copy_texture, 0x000000014069B550, glGetCompressedTexImage(org_tex->target, i, data); else glGetTexImageDLL(org_tex->target, i, format, type, data); - gl_state_get_error(); + gl_get_error_print(); vec_data.push_back(data); } texture_bind(org_tex->target, 0); @@ -333,10 +334,10 @@ texture_handler::texture_handler() : field_2C(), field_30(), field_34() { inline static void texture_bind(GLenum target, GLuint texture) { switch (target) { case GL_TEXTURE_2D: - gl_state_bind_texture_2d(texture); + gl_rend_state.bind_texture_2d(texture); break; case GL_TEXTURE_CUBE_MAP: - gl_state_bind_texture_cube_map(texture); + gl_rend_state.bind_texture_cube_map(texture); break; } } @@ -485,7 +486,7 @@ static int32_t texture_load_pixels(GLenum target, GLenum internal_format, glTexImage2DDLL(target, level, internal_format, width, height, 0, format, type, data); } break; } - return -(gl_state_get_error() != GL_ZERO); + return -(gl_get_error_print() != GL_ZERO); } static texture* texture_load_tex(texture_id id, GLenum target,