mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2026-03-20 09:00:25 +01:00
Initial commit
This commit is contained in:
494
neo/renderer/OpenGL/gl_GraphicsAPIWrapper.cpp
Normal file
494
neo/renderer/OpenGL/gl_GraphicsAPIWrapper.cpp
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@@ -0,0 +1,494 @@
|
||||
/*
|
||||
===========================================================================
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||||
|
||||
Doom 3 BFG Edition GPL Source Code
|
||||
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
|
||||
|
||||
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
|
||||
|
||||
Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
|
||||
it under the terms of the GNU General Public License as published by
|
||||
the Free Software Foundation, either version 3 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU General Public License
|
||||
along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
|
||||
|
||||
In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
|
||||
|
||||
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
|
||||
|
||||
===========================================================================
|
||||
*/
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||||
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#pragma hdrstop
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#include "../../idlib/precompiled.h"
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#include "../tr_local.h"
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|
||||
/*
|
||||
====================
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||||
GL_SelectTexture
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||||
====================
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||||
*/
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||||
void GL_SelectTexture( int unit ) {
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||||
if ( backEnd.glState.currenttmu == unit ) {
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||||
return;
|
||||
}
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||||
|
||||
if ( unit < 0 || unit >= glConfig.maxTextureImageUnits ) {
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||||
common->Warning( "GL_SelectTexture: unit = %i", unit );
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||||
return;
|
||||
}
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||||
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||||
RENDERLOG_PRINTF( "GL_SelectTexture( %i );\n", unit );
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||||
|
||||
backEnd.glState.currenttmu = unit;
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||||
}
|
||||
|
||||
/*
|
||||
====================
|
||||
GL_Cull
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||||
|
||||
This handles the flipping needed when the view being
|
||||
rendered is a mirored view.
|
||||
====================
|
||||
*/
|
||||
void GL_Cull( int cullType ) {
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||||
if ( backEnd.glState.faceCulling == cullType ) {
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||||
return;
|
||||
}
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||||
|
||||
if ( cullType == CT_TWO_SIDED ) {
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||||
qglDisable( GL_CULL_FACE );
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||||
} else {
|
||||
if ( backEnd.glState.faceCulling == CT_TWO_SIDED ) {
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qglEnable( GL_CULL_FACE );
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||||
}
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||||
|
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if ( cullType == CT_BACK_SIDED ) {
|
||||
if ( backEnd.viewDef->isMirror ) {
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||||
qglCullFace( GL_FRONT );
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} else {
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qglCullFace( GL_BACK );
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||||
}
|
||||
} else {
|
||||
if ( backEnd.viewDef->isMirror ) {
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||||
qglCullFace( GL_BACK );
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||||
} else {
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||||
qglCullFace( GL_FRONT );
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||||
}
|
||||
}
|
||||
}
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||||
|
||||
backEnd.glState.faceCulling = cullType;
|
||||
}
|
||||
|
||||
/*
|
||||
====================
|
||||
GL_Scissor
|
||||
====================
|
||||
*/
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||||
void GL_Scissor( int x /* left*/, int y /* bottom */, int w, int h ) {
|
||||
qglScissor( x, y, w, h );
|
||||
}
|
||||
|
||||
/*
|
||||
====================
|
||||
GL_Viewport
|
||||
====================
|
||||
*/
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||||
void GL_Viewport( int x /* left */, int y /* bottom */, int w, int h ) {
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qglViewport( x, y, w, h );
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}
|
||||
|
||||
/*
|
||||
====================
|
||||
GL_PolygonOffset
|
||||
====================
|
||||
*/
|
||||
void GL_PolygonOffset( float scale, float bias ) {
|
||||
backEnd.glState.polyOfsScale = scale;
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||||
backEnd.glState.polyOfsBias = bias;
|
||||
if ( backEnd.glState.glStateBits & GLS_POLYGON_OFFSET ) {
|
||||
qglPolygonOffset( scale, bias );
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
========================
|
||||
GL_DepthBoundsTest
|
||||
========================
|
||||
*/
|
||||
void GL_DepthBoundsTest( const float zmin, const float zmax ) {
|
||||
if ( !glConfig.depthBoundsTestAvailable || zmin > zmax ) {
|
||||
return;
|
||||
}
|
||||
|
||||
if ( zmin == 0.0f && zmax == 0.0f ) {
|
||||
qglDisable( GL_DEPTH_BOUNDS_TEST_EXT );
|
||||
} else {
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||||
qglEnable( GL_DEPTH_BOUNDS_TEST_EXT );
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||||
qglDepthBoundsEXT( zmin, zmax );
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
========================
|
||||
GL_StartDepthPass
|
||||
========================
|
||||
*/
|
||||
void GL_StartDepthPass( const idScreenRect & rect ) {
|
||||
}
|
||||
|
||||
/*
|
||||
========================
|
||||
GL_FinishDepthPass
|
||||
========================
|
||||
*/
|
||||
void GL_FinishDepthPass() {
|
||||
}
|
||||
|
||||
/*
|
||||
========================
|
||||
GL_GetDepthPassRect
|
||||
========================
|
||||
*/
|
||||
void GL_GetDepthPassRect( idScreenRect & rect ) {
|
||||
rect.Clear();
|
||||
}
|
||||
|
||||
/*
|
||||
====================
|
||||
GL_Color
|
||||
====================
|
||||
*/
|
||||
void GL_Color( float * color ) {
|
||||
if ( color == NULL ) {
|
||||
return;
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||||
}
|
||||
GL_Color( color[0], color[1], color[2], color[3] );
|
||||
}
|
||||
|
||||
/*
|
||||
====================
|
||||
GL_Color
|
||||
====================
|
||||
*/
|
||||
void GL_Color( float r, float g, float b ) {
|
||||
GL_Color( r, g, b, 1.0f );
|
||||
}
|
||||
|
||||
/*
|
||||
====================
|
||||
GL_Color
|
||||
====================
|
||||
*/
|
||||
void GL_Color( float r, float g, float b, float a ) {
|
||||
float parm[4];
|
||||
parm[0] = idMath::ClampFloat( 0.0f, 1.0f, r );
|
||||
parm[1] = idMath::ClampFloat( 0.0f, 1.0f, g );
|
||||
parm[2] = idMath::ClampFloat( 0.0f, 1.0f, b );
|
||||
parm[3] = idMath::ClampFloat( 0.0f, 1.0f, a );
|
||||
renderProgManager.SetRenderParm( RENDERPARM_COLOR, parm );
|
||||
}
|
||||
|
||||
/*
|
||||
========================
|
||||
GL_Clear
|
||||
========================
|
||||
*/
|
||||
void GL_Clear( bool color, bool depth, bool stencil, byte stencilValue, float r, float g, float b, float a ) {
|
||||
int clearFlags = 0;
|
||||
if ( color ) {
|
||||
qglClearColor( r, g, b, a );
|
||||
clearFlags |= GL_COLOR_BUFFER_BIT;
|
||||
}
|
||||
if ( depth ) {
|
||||
clearFlags |= GL_DEPTH_BUFFER_BIT;
|
||||
}
|
||||
if ( stencil ) {
|
||||
qglClearStencil( stencilValue );
|
||||
clearFlags |= GL_STENCIL_BUFFER_BIT;
|
||||
}
|
||||
qglClear( clearFlags );
|
||||
}
|
||||
|
||||
/*
|
||||
========================
|
||||
GL_SetDefaultState
|
||||
|
||||
This should initialize all GL state that any part of the entire program
|
||||
may touch, including the editor.
|
||||
========================
|
||||
*/
|
||||
void GL_SetDefaultState() {
|
||||
RENDERLOG_PRINTF( "--- GL_SetDefaultState ---\n" );
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||||
|
||||
qglClearDepth( 1.0f );
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|
||||
// make sure our GL state vector is set correctly
|
||||
memset( &backEnd.glState, 0, sizeof( backEnd.glState ) );
|
||||
GL_State( 0, true );
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||||
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||||
// These are changed by GL_Cull
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||||
qglCullFace( GL_FRONT_AND_BACK );
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||||
qglEnable( GL_CULL_FACE );
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|
||||
// These are changed by GL_State
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qglColorMask( GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE );
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qglBlendFunc( GL_ONE, GL_ZERO );
|
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qglDepthMask( GL_TRUE );
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qglDepthFunc( GL_LESS );
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qglDisable( GL_STENCIL_TEST );
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qglDisable( GL_POLYGON_OFFSET_FILL );
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qglDisable( GL_POLYGON_OFFSET_LINE );
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qglPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
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// These should never be changed
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qglShadeModel( GL_SMOOTH );
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qglEnable( GL_DEPTH_TEST );
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qglEnable( GL_BLEND );
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qglEnable( GL_SCISSOR_TEST );
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qglDrawBuffer( GL_BACK );
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qglReadBuffer( GL_BACK );
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if ( r_useScissor.GetBool() ) {
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qglScissor( 0, 0, renderSystem->GetWidth(), renderSystem->GetHeight() );
|
||||
}
|
||||
}
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||||
|
||||
/*
|
||||
====================
|
||||
GL_State
|
||||
|
||||
This routine is responsible for setting the most commonly changed state
|
||||
====================
|
||||
*/
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||||
void GL_State( uint64 stateBits, bool forceGlState ) {
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uint64 diff = stateBits ^ backEnd.glState.glStateBits;
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||||
|
||||
if ( !r_useStateCaching.GetBool() || forceGlState ) {
|
||||
// make sure everything is set all the time, so we
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// can see if our delta checking is screwing up
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||||
diff = 0xFFFFFFFFFFFFFFFF;
|
||||
} else if ( diff == 0 ) {
|
||||
return;
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||||
}
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||||
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||||
//
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||||
// check depthFunc bits
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||||
//
|
||||
if ( diff & GLS_DEPTHFUNC_BITS ) {
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||||
switch ( stateBits & GLS_DEPTHFUNC_BITS ) {
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||||
case GLS_DEPTHFUNC_EQUAL: qglDepthFunc( GL_EQUAL ); break;
|
||||
case GLS_DEPTHFUNC_ALWAYS: qglDepthFunc( GL_ALWAYS ); break;
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||||
case GLS_DEPTHFUNC_LESS: qglDepthFunc( GL_LEQUAL ); break;
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case GLS_DEPTHFUNC_GREATER: qglDepthFunc( GL_GEQUAL ); break;
|
||||
}
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||||
}
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||||
|
||||
//
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||||
// check blend bits
|
||||
//
|
||||
if ( diff & ( GLS_SRCBLEND_BITS | GLS_DSTBLEND_BITS ) ) {
|
||||
GLenum srcFactor = GL_ONE;
|
||||
GLenum dstFactor = GL_ZERO;
|
||||
|
||||
switch ( stateBits & GLS_SRCBLEND_BITS ) {
|
||||
case GLS_SRCBLEND_ZERO: srcFactor = GL_ZERO; break;
|
||||
case GLS_SRCBLEND_ONE: srcFactor = GL_ONE; break;
|
||||
case GLS_SRCBLEND_DST_COLOR: srcFactor = GL_DST_COLOR; break;
|
||||
case GLS_SRCBLEND_ONE_MINUS_DST_COLOR: srcFactor = GL_ONE_MINUS_DST_COLOR; break;
|
||||
case GLS_SRCBLEND_SRC_ALPHA: srcFactor = GL_SRC_ALPHA; break;
|
||||
case GLS_SRCBLEND_ONE_MINUS_SRC_ALPHA: srcFactor = GL_ONE_MINUS_SRC_ALPHA; break;
|
||||
case GLS_SRCBLEND_DST_ALPHA: srcFactor = GL_DST_ALPHA; break;
|
||||
case GLS_SRCBLEND_ONE_MINUS_DST_ALPHA: srcFactor = GL_ONE_MINUS_DST_ALPHA; break;
|
||||
default:
|
||||
assert( !"GL_State: invalid src blend state bits\n" );
|
||||
break;
|
||||
}
|
||||
|
||||
switch ( stateBits & GLS_DSTBLEND_BITS ) {
|
||||
case GLS_DSTBLEND_ZERO: dstFactor = GL_ZERO; break;
|
||||
case GLS_DSTBLEND_ONE: dstFactor = GL_ONE; break;
|
||||
case GLS_DSTBLEND_SRC_COLOR: dstFactor = GL_SRC_COLOR; break;
|
||||
case GLS_DSTBLEND_ONE_MINUS_SRC_COLOR: dstFactor = GL_ONE_MINUS_SRC_COLOR; break;
|
||||
case GLS_DSTBLEND_SRC_ALPHA: dstFactor = GL_SRC_ALPHA; break;
|
||||
case GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA: dstFactor = GL_ONE_MINUS_SRC_ALPHA; break;
|
||||
case GLS_DSTBLEND_DST_ALPHA: dstFactor = GL_DST_ALPHA; break;
|
||||
case GLS_DSTBLEND_ONE_MINUS_DST_ALPHA: dstFactor = GL_ONE_MINUS_DST_ALPHA; break;
|
||||
default:
|
||||
assert( !"GL_State: invalid dst blend state bits\n" );
|
||||
break;
|
||||
}
|
||||
|
||||
// Only actually update GL's blend func if blending is enabled.
|
||||
if ( srcFactor == GL_ONE && dstFactor == GL_ZERO ) {
|
||||
qglDisable( GL_BLEND );
|
||||
} else {
|
||||
qglEnable( GL_BLEND );
|
||||
qglBlendFunc( srcFactor, dstFactor );
|
||||
}
|
||||
}
|
||||
|
||||
//
|
||||
// check depthmask
|
||||
//
|
||||
if ( diff & GLS_DEPTHMASK ) {
|
||||
if ( stateBits & GLS_DEPTHMASK ) {
|
||||
qglDepthMask( GL_FALSE );
|
||||
} else {
|
||||
qglDepthMask( GL_TRUE );
|
||||
}
|
||||
}
|
||||
|
||||
//
|
||||
// check colormask
|
||||
//
|
||||
if ( diff & (GLS_REDMASK|GLS_GREENMASK|GLS_BLUEMASK|GLS_ALPHAMASK) ) {
|
||||
GLboolean r = ( stateBits & GLS_REDMASK ) ? GL_FALSE : GL_TRUE;
|
||||
GLboolean g = ( stateBits & GLS_GREENMASK ) ? GL_FALSE : GL_TRUE;
|
||||
GLboolean b = ( stateBits & GLS_BLUEMASK ) ? GL_FALSE : GL_TRUE;
|
||||
GLboolean a = ( stateBits & GLS_ALPHAMASK ) ? GL_FALSE : GL_TRUE;
|
||||
qglColorMask( r, g, b, a );
|
||||
}
|
||||
|
||||
//
|
||||
// fill/line mode
|
||||
//
|
||||
if ( diff & GLS_POLYMODE_LINE ) {
|
||||
if ( stateBits & GLS_POLYMODE_LINE ) {
|
||||
qglPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
|
||||
} else {
|
||||
qglPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
|
||||
}
|
||||
}
|
||||
|
||||
//
|
||||
// polygon offset
|
||||
//
|
||||
if ( diff & GLS_POLYGON_OFFSET ) {
|
||||
if ( stateBits & GLS_POLYGON_OFFSET ) {
|
||||
qglPolygonOffset( backEnd.glState.polyOfsScale, backEnd.glState.polyOfsBias );
|
||||
qglEnable( GL_POLYGON_OFFSET_FILL );
|
||||
qglEnable( GL_POLYGON_OFFSET_LINE );
|
||||
} else {
|
||||
qglDisable( GL_POLYGON_OFFSET_FILL );
|
||||
qglDisable( GL_POLYGON_OFFSET_LINE );
|
||||
}
|
||||
}
|
||||
|
||||
#if !defined( USE_CORE_PROFILE )
|
||||
//
|
||||
// alpha test
|
||||
//
|
||||
if ( diff & ( GLS_ALPHATEST_FUNC_BITS | GLS_ALPHATEST_FUNC_REF_BITS ) ) {
|
||||
if ( ( stateBits & GLS_ALPHATEST_FUNC_BITS ) != 0 ) {
|
||||
qglEnable( GL_ALPHA_TEST );
|
||||
|
||||
GLenum func = GL_ALWAYS;
|
||||
switch ( stateBits & GLS_ALPHATEST_FUNC_BITS ) {
|
||||
case GLS_ALPHATEST_FUNC_LESS: func = GL_LESS; break;
|
||||
case GLS_ALPHATEST_FUNC_EQUAL: func = GL_EQUAL; break;
|
||||
case GLS_ALPHATEST_FUNC_GREATER: func = GL_GEQUAL; break;
|
||||
default: assert( false );
|
||||
}
|
||||
GLclampf ref = ( ( stateBits & GLS_ALPHATEST_FUNC_REF_BITS ) >> GLS_ALPHATEST_FUNC_REF_SHIFT ) / (float)0xFF;
|
||||
qglAlphaFunc( func, ref );
|
||||
} else {
|
||||
qglDisable( GL_ALPHA_TEST );
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
//
|
||||
// stencil
|
||||
//
|
||||
if ( diff & ( GLS_STENCIL_FUNC_BITS | GLS_STENCIL_OP_BITS ) ) {
|
||||
if ( ( stateBits & ( GLS_STENCIL_FUNC_BITS | GLS_STENCIL_OP_BITS ) ) != 0 ) {
|
||||
qglEnable( GL_STENCIL_TEST );
|
||||
} else {
|
||||
qglDisable( GL_STENCIL_TEST );
|
||||
}
|
||||
}
|
||||
if ( diff & ( GLS_STENCIL_FUNC_BITS | GLS_STENCIL_FUNC_REF_BITS | GLS_STENCIL_FUNC_MASK_BITS ) ) {
|
||||
GLuint ref = GLuint( ( stateBits & GLS_STENCIL_FUNC_REF_BITS ) >> GLS_STENCIL_FUNC_REF_SHIFT );
|
||||
GLuint mask = GLuint( ( stateBits & GLS_STENCIL_FUNC_MASK_BITS ) >> GLS_STENCIL_FUNC_MASK_SHIFT );
|
||||
GLenum func = 0;
|
||||
|
||||
switch ( stateBits & GLS_STENCIL_FUNC_BITS ) {
|
||||
case GLS_STENCIL_FUNC_NEVER: func = GL_NEVER; break;
|
||||
case GLS_STENCIL_FUNC_LESS: func = GL_LESS; break;
|
||||
case GLS_STENCIL_FUNC_EQUAL: func = GL_EQUAL; break;
|
||||
case GLS_STENCIL_FUNC_LEQUAL: func = GL_LEQUAL; break;
|
||||
case GLS_STENCIL_FUNC_GREATER: func = GL_GREATER; break;
|
||||
case GLS_STENCIL_FUNC_NOTEQUAL: func = GL_NOTEQUAL; break;
|
||||
case GLS_STENCIL_FUNC_GEQUAL: func = GL_GEQUAL; break;
|
||||
case GLS_STENCIL_FUNC_ALWAYS: func = GL_ALWAYS; break;
|
||||
}
|
||||
qglStencilFunc( func, ref, mask );
|
||||
}
|
||||
if ( diff & ( GLS_STENCIL_OP_FAIL_BITS | GLS_STENCIL_OP_ZFAIL_BITS | GLS_STENCIL_OP_PASS_BITS ) ) {
|
||||
GLenum sFail = 0;
|
||||
GLenum zFail = 0;
|
||||
GLenum pass = 0;
|
||||
|
||||
switch ( stateBits & GLS_STENCIL_OP_FAIL_BITS ) {
|
||||
case GLS_STENCIL_OP_FAIL_KEEP: sFail = GL_KEEP; break;
|
||||
case GLS_STENCIL_OP_FAIL_ZERO: sFail = GL_ZERO; break;
|
||||
case GLS_STENCIL_OP_FAIL_REPLACE: sFail = GL_REPLACE; break;
|
||||
case GLS_STENCIL_OP_FAIL_INCR: sFail = GL_INCR; break;
|
||||
case GLS_STENCIL_OP_FAIL_DECR: sFail = GL_DECR; break;
|
||||
case GLS_STENCIL_OP_FAIL_INVERT: sFail = GL_INVERT; break;
|
||||
case GLS_STENCIL_OP_FAIL_INCR_WRAP: sFail = GL_INCR_WRAP; break;
|
||||
case GLS_STENCIL_OP_FAIL_DECR_WRAP: sFail = GL_DECR_WRAP; break;
|
||||
}
|
||||
switch ( stateBits & GLS_STENCIL_OP_ZFAIL_BITS ) {
|
||||
case GLS_STENCIL_OP_ZFAIL_KEEP: zFail = GL_KEEP; break;
|
||||
case GLS_STENCIL_OP_ZFAIL_ZERO: zFail = GL_ZERO; break;
|
||||
case GLS_STENCIL_OP_ZFAIL_REPLACE: zFail = GL_REPLACE; break;
|
||||
case GLS_STENCIL_OP_ZFAIL_INCR: zFail = GL_INCR; break;
|
||||
case GLS_STENCIL_OP_ZFAIL_DECR: zFail = GL_DECR; break;
|
||||
case GLS_STENCIL_OP_ZFAIL_INVERT: zFail = GL_INVERT; break;
|
||||
case GLS_STENCIL_OP_ZFAIL_INCR_WRAP:zFail = GL_INCR_WRAP; break;
|
||||
case GLS_STENCIL_OP_ZFAIL_DECR_WRAP:zFail = GL_DECR_WRAP; break;
|
||||
}
|
||||
switch ( stateBits & GLS_STENCIL_OP_PASS_BITS ) {
|
||||
case GLS_STENCIL_OP_PASS_KEEP: pass = GL_KEEP; break;
|
||||
case GLS_STENCIL_OP_PASS_ZERO: pass = GL_ZERO; break;
|
||||
case GLS_STENCIL_OP_PASS_REPLACE: pass = GL_REPLACE; break;
|
||||
case GLS_STENCIL_OP_PASS_INCR: pass = GL_INCR; break;
|
||||
case GLS_STENCIL_OP_PASS_DECR: pass = GL_DECR; break;
|
||||
case GLS_STENCIL_OP_PASS_INVERT: pass = GL_INVERT; break;
|
||||
case GLS_STENCIL_OP_PASS_INCR_WRAP: pass = GL_INCR_WRAP; break;
|
||||
case GLS_STENCIL_OP_PASS_DECR_WRAP: pass = GL_DECR_WRAP; break;
|
||||
}
|
||||
qglStencilOp( sFail, zFail, pass );
|
||||
}
|
||||
|
||||
backEnd.glState.glStateBits = stateBits;
|
||||
}
|
||||
|
||||
/*
|
||||
=================
|
||||
GL_GetCurrentState
|
||||
=================
|
||||
*/
|
||||
uint64 GL_GetCurrentState() {
|
||||
return backEnd.glState.glStateBits;
|
||||
}
|
||||
|
||||
/*
|
||||
========================
|
||||
GL_GetCurrentStateMinusStencil
|
||||
========================
|
||||
*/
|
||||
uint64 GL_GetCurrentStateMinusStencil() {
|
||||
return GL_GetCurrentState() & ~(GLS_STENCIL_OP_BITS|GLS_STENCIL_FUNC_BITS|GLS_STENCIL_FUNC_REF_BITS|GLS_STENCIL_FUNC_MASK_BITS);
|
||||
}
|
||||
Reference in New Issue
Block a user