mirror of https://github.com/axmolengine/axmol.git
Merge pull request #12354 from ricardoquesada/minor_fixes_renderstate
Removes not-needed draws
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commit
aeb9642150
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@ -410,20 +410,14 @@ void Camera::clearBackground(float depth)
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{
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glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
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glStencilMask(0);
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RenderState::StateBlock::_defaultState->setStencilWrite(0);
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oldDepthTest = glIsEnabled(GL_DEPTH_TEST);
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glGetIntegerv(GL_DEPTH_FUNC, &oldDepthFunc);
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glGetBooleanv(GL_DEPTH_WRITEMASK, &oldDepthMask);
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glDepthMask(GL_TRUE);
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RenderState::StateBlock::_defaultState->setDepthWrite(true);
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glEnable(GL_DEPTH_TEST);
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RenderState::StateBlock::_defaultState->setDepthTest(true);
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glDepthFunc(GL_ALWAYS);
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RenderState::StateBlock::_defaultState->setDepthFunction(RenderState::DEPTH_ALWAYS);
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}
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//draw
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@ -470,18 +464,23 @@ void Camera::clearBackground(float depth)
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if(GL_FALSE == oldDepthTest)
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{
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glDisable(GL_DEPTH_TEST);
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RenderState::StateBlock::_defaultState->setDepthTest(false);
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}
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glDepthFunc(oldDepthFunc);
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if(GL_FALSE == oldDepthMask)
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{
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glDepthMask(GL_FALSE);
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RenderState::StateBlock::_defaultState->setDepthWrite(false);
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}
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/* IMPORTANT: We only need to update the states that are not restored.
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Since we don't know what was the previous value of the mask, we update the RenderState
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after setting it.
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The other values don't need to be updated since they were restored to their original values
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*/
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glStencilMask(0xFFFFF);
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RenderState::StateBlock::_defaultState->setStencilWrite(0xFFFFF);
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/* BUG: RenderState does not support glColorMask yet. */
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glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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}
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}
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@ -429,13 +429,7 @@ void ClippingNode::onBeforeVisit()
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// if not in inverted mode: set the current layer value to 0 in the stencil buffer
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// if in inverted mode: set the current layer value to 1 in the stencil buffer
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glStencilFunc(GL_NEVER, mask_layer, mask_layer);
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RenderState::StateBlock::_defaultState->setStencilFunction(RenderState::STENCIL_NEVER, mask_layer, mask_layer);
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glStencilOp(!_inverted ? GL_ZERO : GL_REPLACE, GL_KEEP, GL_KEEP);
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RenderState::StateBlock::_defaultState->setStencilOperation(
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!_inverted ? RenderState::STENCIL_OP_ZERO : RenderState::STENCIL_OP_REPLACE,
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RenderState::STENCIL_OP_KEEP,
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RenderState::STENCIL_OP_KEEP);
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// draw a fullscreen solid rectangle to clear the stencil buffer
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//ccDrawSolidRect(Vec2::ZERO, ccpFromSize([[Director sharedDirector] winSize]), Color4F(1, 1, 1, 1));
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@ -132,7 +132,6 @@ void Physics3DDebugDrawer::drawImplementation( const Mat4 &transform, uint32_t f
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_program->use();
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_program->setUniformsForBuiltins(transform);
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glEnable(GL_DEPTH_TEST);
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RenderState::StateBlock::_defaultState->setDepthTest(true);
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GL::blendFunc(_blendFunc.src, _blendFunc.dst);
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@ -348,16 +348,7 @@ void Layout::onBeforeVisitStencil()
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RenderState::StateBlock::_defaultState->setDepthWrite(false);
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glStencilFunc(GL_NEVER, mask_layer, mask_layer);
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RenderState::StateBlock::_defaultState->setStencilFunction(
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RenderState::STENCIL_NEVER,
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mask_layer,
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mask_layer);
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glStencilOp(GL_ZERO, GL_KEEP, GL_KEEP);
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RenderState::StateBlock::_defaultState->setStencilOperation(
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RenderState::STENCIL_OP_ZERO,
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RenderState::STENCIL_OP_KEEP,
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RenderState::STENCIL_OP_KEEP);
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this->drawFullScreenQuadClearStencil();
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