Move viewport render state mapping to renderer gl

This commit is contained in:
2026-06-02 08:13:03 +02:00
parent bbb85bb133
commit 2a3402e991
6 changed files with 35 additions and 5 deletions

View File

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