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/*
* Copyright (c) 2008-2017, NVIDIA CORPORATION. All rights reserved.
*
* NVIDIA CORPORATION and its licensors retain all intellectual property
* and proprietary rights in and to this software, related documentation
* and any modifications thereto. Any use, reproduction, disclosure or
* distribution of this software and related documentation without an express
* license agreement from NVIDIA CORPORATION is strictly prohibited.
*/
#pragma once
#include "Common.h"
namespace GFSDK
{
namespace SSAO
{
namespace GL
{
#if SUPPORT_GL
//--------------------------------------------------------------------------------
class AppState
{
public:
AppState()
{
memset(this, 0, sizeof(*this));
}
void EnableState(const GFSDK_SSAO_GLFunctions& GL, GLboolean IsEnabled, GLenum Cap)
{
if (IsEnabled)
{
GL.glEnable(Cap);
}
else
{
GL.glDisable(Cap);
}
}
void Save(const GFSDK_SSAO_GLFunctions& GL);
void Restore(const GFSDK_SSAO_GLFunctions& GL);
private:
GLint m_DrawFBO;
GLint m_VAO;
GLint m_ContextUBO;
GLint m_BindPointUBOs[3];
GLint m_ActiveTexture;
GLint m_TextureBinding2D;
GLint m_TextureBinding2DArray;
GLint m_Program;
GLint m_Viewport[4];
GLfloat m_PolygonOffsetFactor;
GLfloat m_PolygonOffsetUnits;
GLboolean m_CullFace;
GLboolean m_ScissorTest;
GLboolean m_Multisample;
GLboolean m_DepthTest;
GLboolean m_StencilTest;
GLboolean m_ColorLogicOp;
GLboolean m_SampleCoverage;
GLboolean m_SampleAlphaToCoverage;
GLboolean m_Blend;
GLint m_BlendSrcRGB;
GLint m_BlendDstRGB;
GLint m_BlendSrcAlpha;
GLint m_BlendDstAlpha;
GLint m_BlendEquationRGB;
GLint m_BlendEquationAlpha;
GLfloat m_BlendColor[4];
GLboolean m_ColorWriteMask[4];
};
#endif // SUPPORT_GL
} // namespace GL
} // namespace SSAO
} // namespace GFSDK
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