mirror of
https://github.com/korenkonder/ReDIVA.git
synced 2026-10-04 04:37:55 +03:00
Renamed gl_state to gl_rend_state
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+13
-11
@@ -107,8 +107,8 @@ void sss_data::init() {
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}
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void sss_data::set_texture(int32_t texture_index) {
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gl_state_active_bind_texture_2d(16, textures[texture_index].GetColorTex());
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gl_state_active_texture(0);
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gl_rend_state.active_bind_texture_2d(16, textures[texture_index].GetColorTex());
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gl_rend_state.active_texture(0);
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}
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light_proj::light_proj(int32_t width, int32_t height) : enable(), texture_id() {
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@@ -136,9 +136,9 @@ bool light_proj::set() {
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static const GLfloat depth_clear = 1.0f;
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shadow_texture[0].Bind();
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gl_state_set_viewport(0, 0, 2048, 512);
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gl_state_enable_depth_test();
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gl_state_set_depth_mask(GL_TRUE);
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gl_rend_state.set_viewport(0, 0, 2048, 512);
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gl_rend_state.enable_depth_test();
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gl_rend_state.set_depth_mask(GL_TRUE);
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glClearBufferfv(GL_COLOR, 0, (float_t*)&color_clear);
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glClearBufferfv(GL_DEPTH, 0, &depth_clear);
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@@ -150,8 +150,8 @@ bool light_proj::set() {
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else {
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draw_texture.Bind();
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draw_texture.SetViewport();
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gl_state_enable_depth_test();
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gl_state_set_depth_mask(GL_TRUE);
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gl_rend_state.enable_depth_test();
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gl_rend_state.set_depth_mask(GL_TRUE);
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glClearBufferfv(GL_COLOR, 0, (float_t*)&color_clear);
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glClearBufferfv(GL_DEPTH, 0, &depth_clear);
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}
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@@ -1144,20 +1144,22 @@ void render_context::pre_proc() {
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if (!i.offset)
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continue;
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size_t align = align_val(i.offset, sv_min_storage_buffer_alignment) - i.offset;
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const size_t size = align_val(i.offset, sv_min_uniform_buffer_alignment);
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const size_t align = size - i.offset;
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if (align)
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memset((void*)((size_t)i.data + i.offset), 0, align);
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i.buffer.WriteMemory(0, i.size, i.data);
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i.buffer.WriteMemory(0, size, i.data);
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}
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for (render_context::shared_uniform_buffer& i : shared_uniform_buffers) {
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if (!i.offset)
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continue;
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size_t align = align_val(i.offset, sv_min_uniform_buffer_alignment) - i.offset;
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const size_t size = align_val(i.offset, sv_min_uniform_buffer_alignment);
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const size_t align = size - i.offset;
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if (align)
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memset((void*)((size_t)i.data + i.offset), 0, align);
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i.buffer.WriteMemory(0, i.size, i.data);
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i.buffer.WriteMemory(0, size, i.data);
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}
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}
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}
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