Move viewport render state mapping to renderer gl
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@@ -1,6 +1,7 @@
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#include "pch.h"
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#include "log.h"
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#include "node_viewport.h"
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#include "renderer_gl/opengl_capabilities.h"
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#include "shader.h"
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#include "app.h"
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@@ -11,24 +12,24 @@ void NodeViewport::draw()
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GLint vp[4];
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GLfloat cc[4];
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glGetIntegerv(GL_VIEWPORT, vp);
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glGetFloatv(GL_COLOR_CLEAR_VALUE, cc);
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glGetIntegerv(pp::renderer::gl::viewport_query(), vp);
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glGetFloatv(pp::renderer::gl::color_clear_value_query(), cc);
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glClearColor(1, 0, 0, 1);
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glClear(GL_COLOR_BUFFER_BIT);
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glClear(pp::renderer::gl::framebuffer_color_buffer_mask());
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auto box = m_clip * root()->m_zoom;
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glm::ivec4 c = (glm::ivec4)glm::vec4(box.x, (int)(vp[3] - box.y - box.w), box.z, box.w);
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glViewport(c.x + App::I->off_x, c.y + App::I->off_y, c.z, c.w);
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TextureManager::get(m_tex_id).bind();
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m_sampler->bind(0);
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glEnable(GL_BLEND);
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glEnable(pp::renderer::gl::blend_state());
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ShaderManager::use(kShader::Texture);
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ShaderManager::u_int(kShaderUniform::Tex, 0);
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ShaderManager::u_mat4(kShaderUniform::MVP, proj * cam);
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m_faces->draw_fill();
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m_sampler->unbind();
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TextureManager::get(m_tex_id).unbind();
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glDisable(GL_BLEND);
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glDisable(pp::renderer::gl::blend_state());
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glViewport(vp[0], vp[1], vp[2], vp[3]);
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glClearColor(cc[0], cc[1], cc[2], cc[3]);
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