mirror of
https://github.com/korenkonder/ReDIVA.git
synced 2026-10-01 11:18:23 +03:00
Renamed gl_state to gl_rend_state
This commit is contained in:
+34
-34
@@ -25,7 +25,7 @@
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#include "../CRE/effect.hpp"
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#include "../CRE/file_handler.hpp"
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#include "../CRE/font.hpp"
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#include "../CRE/gl_state.hpp"
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#include "../CRE/gl_rend_state.hpp"
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#include "../CRE/hand_item.hpp"
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#include "../CRE/light_param.hpp"
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#include "../CRE/mdata_manager.hpp"
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@@ -449,12 +449,12 @@ int32_t app_main(const app_init_struct& ais) {
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#if !(BAKE_PNG || BAKE_VIDEO)
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glfwGetFramebufferSize(window, &width, &height);
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#endif
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gl_state_set_viewport(0, 0, width, height);
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gl_state_disable_blend();
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gl_state_disable_depth_test();
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gl_state_set_depth_mask(GL_FALSE);
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gl_state_disable_cull_face();
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gl_state_disable_stencil_test();
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gl_rend_state.set_viewport(0, 0, width, height);
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gl_rend_state.disable_blend();
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gl_rend_state.disable_depth_test();
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gl_rend_state.set_depth_mask(GL_FALSE);
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gl_rend_state.disable_cull_face();
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gl_rend_state.disable_stencil_test();
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glfwSwapInterval(0);
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@@ -527,8 +527,8 @@ bool app_render_data::load() {
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d3d_gl_handle = wglDXOpenDeviceNV(d3d_device);
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#endif
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gl_state_get_error();
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gl_state_set_viewport(0, 0, width, height);
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gl_get_error_print();
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gl_rend_state.set_viewport(0, 0, width, height);
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#if DISPLAY_IBL
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const float_t box_vertices[] = {
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@@ -576,7 +576,7 @@ bool app_render_data::load() {
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};
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glGenVertexArrays(1, &ibl_vao);
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gl_state_bind_vertex_array(ibl_vao, true);
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gl_rend_state.bind_vertex_array(ibl_vao, true);
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ibl_vbo.Create(sizeof(box_vertices), box_vertices);
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ibl_vbo.Bind(true);
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@@ -584,8 +584,8 @@ bool app_render_data::load() {
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(float_t) * 3, (void*)0);
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gl_state_bind_array_buffer(0);
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gl_state_bind_vertex_array(0);
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gl_rend_state.bind_array_buffer(0);
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gl_rend_state.bind_vertex_array(0);
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cubemap_display_ubo.Create(sizeof(cubemap_display_batch_shader_data));
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#endif
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@@ -748,7 +748,7 @@ static render_context* render_context_load() {
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render_context* rctx = new render_context;
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rctx_ptr = rctx;
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gl_state_get();
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gl_rend_state.get();
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data_struct* aft_data = &data_list[DATA_AFT];
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aet_database* aft_aet_db = &aft_data->data_ft.aet_db;
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@@ -1386,12 +1386,12 @@ static void render_context_ctrl(render_context* rctx) {
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camera* cam = rctx->camera;
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for (int32_t i = 0; i < 32; i++) {
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if (!gl_state_check_texture_binding_2d(i) && !gl_state_check_texture_binding_cube_map(i))
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if (!gl_rend_state.check_texture_binding_2d(i) && !gl_rend_state.check_texture_binding_cube_map(i))
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continue;
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gl_state_active_bind_texture_2d(i, 0);
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gl_state_active_bind_texture_cube_map(i, 0);
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gl_state_bind_sampler(i, 0);
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gl_rend_state.active_bind_texture_2d(i, 0);
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gl_rend_state.active_bind_texture_cube_map(i, 0);
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gl_rend_state.bind_sampler(i, 0);
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}
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global_context_menu = true;
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@@ -1536,23 +1536,23 @@ static void render_context_disp(render_context* rctx) {
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static const GLint stencil_clear = 0;
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for (int32_t i = 0; i < 32; i++) {
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if (!gl_state_check_texture_binding_2d(i) && !gl_state_check_texture_binding_cube_map(i))
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if (!gl_rend_state.check_texture_binding_2d(i) && !gl_rend_state.check_texture_binding_cube_map(i))
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continue;
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gl_state_active_bind_texture_2d(i, 0);
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gl_state_active_bind_texture_cube_map(i, 0);
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gl_state_bind_sampler(i, 0);
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gl_rend_state.active_bind_texture_2d(i, 0);
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gl_rend_state.active_bind_texture_cube_map(i, 0);
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gl_rend_state.bind_sampler(i, 0);
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}
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gl_state_bind_framebuffer(0);
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gl_state_set_depth_mask(GL_TRUE);
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gl_state_set_stencil_mask(0xFF);
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gl_rend_state.bind_framebuffer(0);
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gl_rend_state.set_depth_mask(GL_TRUE);
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gl_rend_state.set_stencil_mask(0xFF);
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glClearBufferfv(GL_COLOR, 0, (float_t*)&color_clear);
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glClearDepthf(depth_clear);
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gl_state_set_stencil_mask(0x00);
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gl_state_set_depth_mask(GL_FALSE);
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gl_rend_state.set_stencil_mask(0x00);
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gl_rend_state.set_depth_mask(GL_FALSE);
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gl_state_set_viewport(0, 0, internal_3d_res.x, internal_3d_res.y);
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gl_rend_state.set_viewport(0, 0, internal_3d_res.x, internal_3d_res.y);
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rctx->disp();
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@@ -1579,11 +1579,11 @@ static void render_context_disp(render_context* rctx) {
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rctx_ptr->glitter_batch_ubo.Bind(3);
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shaders_dev.set(SHADER_DEV_CUBEMAP_DISPLAY);
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gl_state_bind_vertex_array(ibl_vao);
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gl_state_active_bind_texture_cube_map(0,
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gl_rend_state.bind_vertex_array(ibl_vao);
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gl_rend_state.active_bind_texture_cube_map(0,
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light_param_data_storage_data_get_ibl_texture(max_def(ibl_index - 1, 0)));
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shaders_dev.draw_arrays(GL_TRIANGLES, 0, 36);
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gl_state_bind_vertex_array(0);
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gl_rend_state.bind_vertex_array(0);
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}
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#endif
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@@ -1591,14 +1591,14 @@ static void render_context_disp(render_context* rctx) {
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Vulkan::end_render_pass(Vulkan::current_command_buffer);
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#if BAKE_PNG || BAKE_VIDEO
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gl_state_set_viewport(0, 0, rctx->screen_width, rctx->screen_height);
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gl_rend_state.set_viewport(0, 0, rctx->screen_width, rctx->screen_height);
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#else
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gl_state_set_viewport(rctx->screen_x_offset, rctx->screen_y_offset,
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gl_rend_state.set_viewport(rctx->screen_x_offset, rctx->screen_y_offset,
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rctx->sprite_width, rctx->sprite_height);
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#endif
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gl_state_bind_framebuffer(0);
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gl_state_active_bind_texture_2d(0, rctx->screen_buffer.GetColorTex());
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gl_rend_state.bind_framebuffer(0);
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gl_rend_state.active_bind_texture_2d(0, rctx->screen_buffer.GetColorTex());
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uniform_value[U_ALPHA_MASK] = 0;
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uniform_value[U_REDUCE] = 0;
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shaders_ft.set(SHADER_FT_REDUCE);
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