VoxelEngine/src/graphics/GfxContext.cpp
2024-03-16 05:38:30 +03:00

133 lines
2.6 KiB
C++

#include "GfxContext.h"
#include <GL/glew.h>
#include "Batch2D.h"
#include "Framebuffer.h"
GfxContext::GfxContext(
const GfxContext* parent,
const Viewport& viewport,
Batch2D* g2d
) : parent(parent),
viewport(viewport),
g2d(g2d)
{}
GfxContext::~GfxContext() {
if (g2d) {
g2d->flush();
}
while (scissorsCount--) {
Window::popScissor();
}
if (parent == nullptr)
return;
if (fbo != parent->fbo) {
if (fbo) {
fbo->unbind();
}
if (parent->fbo) {
parent->fbo->bind();
}
}
Window::viewport(
0, 0,
parent->viewport.getWidth(),
parent->viewport.getHeight()
);
if (depthMask != parent->depthMask) {
glDepthMask(parent->depthMask);
}
if (depthTest != parent->depthTest) {
if (depthTest) glDisable(GL_DEPTH_TEST);
else glEnable(GL_DEPTH_TEST);
}
if (cullFace != parent->cullFace) {
if (cullFace) glDisable(GL_CULL_FACE);
else glEnable(GL_CULL_FACE);
}
if (blendMode != parent->blendMode) {
Window::setBlendMode(parent->blendMode);
}
}
const Viewport& GfxContext::getViewport() const {
return viewport;
}
Batch2D* GfxContext::getBatch2D() const {
return g2d;
}
GfxContext GfxContext::sub() const {
auto ctx = GfxContext(this, viewport, g2d);
ctx.depthTest = depthTest;
ctx.cullFace = cullFace;
return ctx;
}
void GfxContext::setViewport(const Viewport& viewport) {
this->viewport = viewport;
Window::viewport(
0, 0,
viewport.getWidth(),
viewport.getHeight()
);
}
void GfxContext::setFramebuffer(Framebuffer* fbo) {
if (this->fbo == fbo)
return;
this->fbo = fbo;
if (fbo) {
fbo->bind();
}
}
void GfxContext::setDepthMask(bool flag) {
if (depthMask == flag)
return;
depthMask = flag;
glDepthMask(GL_FALSE + flag);
}
void GfxContext::setDepthTest(bool flag) {
if (depthTest == flag)
return;
depthTest = flag;
if (flag) {
glEnable(GL_DEPTH_TEST);
} else {
glDisable(GL_DEPTH_TEST);
}
}
void GfxContext::setCullFace(bool flag) {
if (cullFace == flag)
return;
cullFace = flag;
if (flag) {
glEnable(GL_CULL_FACE);
} else {
glDisable(GL_CULL_FACE);
}
}
void GfxContext::setBlendMode(blendmode mode) {
if (blendMode == mode)
return;
blendMode = mode;
Window::setBlendMode(mode);
}
void GfxContext::setScissors(glm::vec4 area) {
Window::pushScissor(area);
scissorsCount++;
}