mirror of
https://github.com/korenkonder/ReDIVA.git
synced 2026-10-01 11:18:23 +03:00
Renamed gl_state to gl_rend_state
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+15
-15
@@ -28,11 +28,11 @@ int32_t RenderTexture::Bind(int32_t index) {
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if (index < 0 || index > max_level)
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return -1;
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gl_state_bind_framebuffer(fbos[index]);
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gl_rend_state.bind_framebuffer(fbos[index]);
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if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
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return -1;
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gl_state_get_error();
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gl_get_error_print();
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return 0;
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}
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@@ -123,22 +123,22 @@ int32_t RenderTexture::Init(int32_t width, int32_t height,
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}
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/*int32_t RenderTexture::InitDepthRenderbuffer(GLenum internal_format, int32_t width, int32_t height) {
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gl_state_bind_framebuffer(fbos[0]);
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gl_rend_state.bind_framebuffer(fbos[0]);
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glGenRenderbuffers(1, &depth_rbo);
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glBindRenderbuffer(GL_RENDERBUFFER, depth_rbo);
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glRenderbufferStorage(GL_RENDERBUFFER, internal_format, width, height);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depth_rbo);
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gl_state_bind_framebuffer(0);
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gl_rend_state.bind_framebuffer(0);
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return -(glGetError() != GL_ZERO);
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}
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int32_t RenderTexture::InitStencilRenderbuffer(GLenum internal_format, int32_t width, int32_t height) {
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gl_state_bind_framebuffer(fbos[0]);
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gl_rend_state.bind_framebuffer(fbos[0]);
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glGenRenderbuffers(1, &stencil_rbo);
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glBindRenderbuffer(GL_RENDERBUFFER, stencil_rbo);
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glRenderbufferStorage(GL_RENDERBUFFER, internal_format, width, height);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, stencil_rbo);
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gl_state_bind_framebuffer(0);
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gl_rend_state.bind_framebuffer(0);
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return -(glGetError() != GL_ZERO);
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}*/
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@@ -159,7 +159,7 @@ void render_texture_counter_reset() {
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static int32_t render_texture_init_framebuffer(RenderTexture* rt, int32_t max_level) {
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rt->fbos = force_malloc<GLuint>(max_level + 1LL);
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glGenFramebuffers(max_level + 1, rt->fbos);
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return -(gl_state_get_error() != GL_ZERO);
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return -(gl_get_error_print() != GL_ZERO);
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}
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static int32_t render_texture_set_framebuffer_texture(RenderTexture* rt,
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@@ -167,22 +167,22 @@ static int32_t render_texture_set_framebuffer_texture(RenderTexture* rt,
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if (level < 0 || level > rt->max_level)
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return -1;
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gl_state_bind_framebuffer(rt->fbos[level]);
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gl_state_get_error();
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gl_rend_state.bind_framebuffer(rt->fbos[level]);
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gl_get_error_print();
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if (color_texture) {
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glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, color_texture, level);
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gl_state_get_error();
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gl_get_error_print();
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glDrawBuffer(GL_COLOR_ATTACHMENT0);
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glReadBuffer(GL_COLOR_ATTACHMENT0);
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}
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else {
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glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, 0, 0);
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gl_state_get_error();
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gl_get_error_print();
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glDrawBuffer(GL_ZERO);
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glReadBuffer(GL_ZERO);
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}
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gl_state_get_error();
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gl_get_error_print();
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if (!level) {
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GLenum attechment = stencil ? GL_DEPTH_STENCIL_ATTACHMENT : GL_DEPTH_ATTACHMENT;
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@@ -194,13 +194,13 @@ static int32_t render_texture_set_framebuffer_texture(RenderTexture* rt,
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}*/
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else
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glFramebufferTexture(GL_FRAMEBUFFER, attechment, 0, 0);
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gl_state_get_error();
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gl_get_error_print();
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}
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int32_t ret = 0;
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if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
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ret = -1;
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gl_state_bind_framebuffer(0);
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gl_state_get_error();
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gl_rend_state.bind_framebuffer(0);
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gl_get_error_print();
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return ret;
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}
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