Route grid render state through GL backend
This commit is contained in:
@@ -9,6 +9,107 @@
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#include "renderer_gl/opengl_capabilities.h"
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#include "util.h"
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namespace {
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void enable_opengl_state(std::uint32_t state) noexcept
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{
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glEnable(static_cast<GLenum>(state));
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}
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void disable_opengl_state(std::uint32_t state) noexcept
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{
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glDisable(static_cast<GLenum>(state));
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}
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void set_opengl_active_texture(std::uint32_t texture_unit) noexcept
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{
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glActiveTexture(static_cast<GLenum>(texture_unit));
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}
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void set_opengl_viewport(std::int32_t x, std::int32_t y, std::int32_t width, std::int32_t height) noexcept
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{
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glViewport(static_cast<GLint>(x), static_cast<GLint>(y), static_cast<GLsizei>(width), static_cast<GLsizei>(height));
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}
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void clear_opengl_buffer(std::uint32_t mask) noexcept
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{
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glClear(static_cast<GLbitfield>(mask));
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}
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void set_opengl_color_mask(std::uint8_t r, std::uint8_t g, std::uint8_t b, std::uint8_t a) noexcept
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{
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glColorMask(r, g, b, a);
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}
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void apply_grid_capability(std::uint32_t state, bool enabled)
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{
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const auto status = pp::renderer::gl::apply_opengl_capability(
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state,
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enabled,
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pp::renderer::gl::OpenGlCapabilityDispatch {
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.enable = enable_opengl_state,
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.disable = disable_opengl_state,
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});
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if (!status.ok())
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LOG("Grid capability dispatch failed because: %s", status.message);
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}
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void set_grid_active_texture_unit(std::uint32_t unit_index)
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{
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const auto status = pp::renderer::gl::activate_opengl_texture_unit(
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unit_index,
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pp::renderer::gl::OpenGlActiveTextureDispatch {
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.active_texture = set_opengl_active_texture,
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});
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if (!status.ok())
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LOG("Grid active texture dispatch failed because: %s", status.message);
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}
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void apply_grid_viewport(std::int32_t x, std::int32_t y, std::int32_t width, std::int32_t height)
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{
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const auto status = pp::renderer::gl::apply_opengl_viewport(
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pp::renderer::gl::OpenGlViewportRect {
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.x = x,
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.y = y,
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.width = width,
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.height = height,
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},
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pp::renderer::gl::OpenGlViewportDispatch {
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.viewport = set_opengl_viewport,
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});
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if (!status.ok())
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LOG("Grid viewport dispatch failed because: %s", status.message);
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}
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void clear_grid_depth_buffer()
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{
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const auto status = pp::renderer::gl::clear_opengl_buffers(
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pp::renderer::gl::framebuffer_depth_buffer_mask(),
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pp::renderer::gl::OpenGlBufferClearDispatch {
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.clear = clear_opengl_buffer,
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});
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if (!status.ok())
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LOG("Grid depth clear dispatch failed because: %s", status.message);
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}
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void apply_grid_color_mask(std::uint8_t r, std::uint8_t g, std::uint8_t b, std::uint8_t a)
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{
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const auto status = pp::renderer::gl::apply_opengl_color_write_mask(
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pp::renderer::gl::OpenGlColorWriteMask {
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.r = r,
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.g = g,
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.b = b,
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.a = a,
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},
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pp::renderer::gl::OpenGlColorWriteMaskDispatch {
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.color_mask = set_opengl_color_mask,
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});
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if (!status.ok())
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LOG("Grid color mask dispatch failed because: %s", status.message);
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}
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}
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Node* NodePanelGrid::clone_instantiate() const
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{
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return new NodePanelGrid();
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@@ -220,8 +321,8 @@ void NodePanelGrid::draw_heightmap(const glm::mat4& proj, const glm::mat4& camer
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if (m_groud_opacity->get_value() > 0.f)
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{
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bool depth = glIsEnabled(pp::renderer::gl::depth_test_state());
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glEnable(pp::renderer::gl::depth_test_state());
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glClear(pp::renderer::gl::framebuffer_depth_buffer_mask());
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apply_grid_capability(pp::renderer::gl::depth_test_state(), true);
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clear_grid_depth_buffer();
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auto nav = m_hm_image.m_data ? -(m_hm_preview_nav->m_value - 0.5f) : glm::vec2(0);
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auto mvp = proj * camera
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@@ -235,14 +336,14 @@ void NodePanelGrid::draw_heightmap(const glm::mat4& proj, const glm::mat4& camer
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auto light_pos = glm::vec3(sinf(light_yaw) + nav.x, light_pitch + get_offset(), cosf(light_yaw) + nav.y);
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auto light_dir = glm::normalize(light_pos);
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glDisable(pp::renderer::gl::blend_state());
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apply_grid_capability(pp::renderer::gl::blend_state(), false);
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// DRAW SOLID
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if (m_hm_image.m_data)
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{
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if (m_shade_mode == ShadeMode::Solid)
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{
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glDisable(pp::renderer::gl::blend_state());
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apply_grid_capability(pp::renderer::gl::blend_state(), false);
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ShaderManager::use(kShader::Lambert);
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ShaderManager::u_mat4(kShaderUniform::MVP, mvp);
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ShaderManager::u_vec3(kShaderUniform::LightDir, light_dir);
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@@ -267,7 +368,7 @@ void NodePanelGrid::draw_heightmap(const glm::mat4& proj, const glm::mat4& camer
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ShaderManager::u_float(kShaderUniform::Ambient, get_ambient());
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ShaderManager::u_int(kShaderUniform::Tex, 0);
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m_sampler_mipmap.bind(0);
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glActiveTexture(pp::renderer::gl::active_texture_unit(0U));
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set_grid_active_texture_unit(0U);
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m_texture.bind();
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m_hm_plane.draw_fill();
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m_texture.unbind();
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@@ -278,7 +379,7 @@ void NodePanelGrid::draw_heightmap(const glm::mat4& proj, const glm::mat4& camer
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auto wire_alpha = m_hm_image.m_data ? m_hm_wireframe->get_value() : 1.f;
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if (wire_alpha > 0.f)
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{
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glEnable(pp::renderer::gl::blend_state());
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apply_grid_capability(pp::renderer::gl::blend_state(), true);
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ShaderManager::use(kShader::Color);
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ShaderManager::u_vec4(kShaderUniform::Col, glm::vec4(
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glm::vec3(m_groud_value->get_value()),
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@@ -288,13 +389,13 @@ void NodePanelGrid::draw_heightmap(const glm::mat4& proj, const glm::mat4& camer
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ShaderManager::u_mat4(kShaderUniform::MVP, mvp);
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if (m_hm_image.m_data && m_shade_mode == ShadeMode::Transparent)
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{
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glColorMask(
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apply_grid_color_mask(
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pp::renderer::gl::color_write_disabled(),
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pp::renderer::gl::color_write_disabled(),
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pp::renderer::gl::color_write_disabled(),
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pp::renderer::gl::color_write_disabled());
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m_hm_plane.draw_fill();
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glColorMask(
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apply_grid_color_mask(
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pp::renderer::gl::color_write_enabled(),
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pp::renderer::gl::color_write_enabled(),
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pp::renderer::gl::color_write_enabled(),
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@@ -313,21 +414,21 @@ void NodePanelGrid::draw_heightmap(const glm::mat4& proj, const glm::mat4& camer
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GLint vp[4];
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glGetIntegerv(pp::renderer::gl::viewport_query(), vp);
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auto aspect_ratio = (float)vp[3] / (float)vp[2];
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glEnable(pp::renderer::gl::blend_state());
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glDisable(pp::renderer::gl::depth_test_state());
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apply_grid_capability(pp::renderer::gl::blend_state(), true);
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apply_grid_capability(pp::renderer::gl::depth_test_state(), false);
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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, glm::ortho(-1.f, 1.f, -1.f, 1.f) *
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//glm::scale(glm::vec3(100)) *
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glm::translate(glm::vec3(p2d, 0)) * glm::scale(glm::vec3(.1f * aspect_ratio, .1f, 1.f)));
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glActiveTexture(pp::renderer::gl::active_texture_unit(0U));
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set_grid_active_texture_unit(0U);
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m_sampler_linear.bind(0);
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constexpr auto sun_tex = const_hash("data/sun.png");
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TextureManager::get(sun_tex).bind();
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m_plane.draw_fill();
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}
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}
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depth ? glEnable(pp::renderer::gl::depth_test_state()) : glDisable(pp::renderer::gl::depth_test_state());
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depth ? apply_grid_capability(pp::renderer::gl::depth_test_state(), true) : apply_grid_capability(pp::renderer::gl::depth_test_state(), false);
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}
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}
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@@ -372,9 +473,9 @@ void NodePanelGrid::bake_uvs()
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App::I->render_task([&]{
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fb.bindFramebuffer();
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fb.clear({ 1, 0, 0, 1 });
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glDisable(pp::renderer::gl::blend_state());
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glDisable(pp::renderer::gl::depth_test_state());
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glViewport(0, 0, fb.getWidth(), fb.getHeight());
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apply_grid_capability(pp::renderer::gl::blend_state(), false);
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apply_grid_capability(pp::renderer::gl::depth_test_state(), false);
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apply_grid_viewport(0, 0, fb.getWidth(), fb.getHeight());
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ShaderManager::use(kShader::BakeUV);
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ShaderManager::u_mat4(kShaderUniform::MVP, glm::mat4(1));
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