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153 | #include "gl.hh"
#include "glow.hh"
#include "limits.hh"
void glow::restoreDefaultOpenGLState()
{
checkValidGLOW();
// The initial value for each capability with the exception of GL_DITHER and GL_MULTISAMPLE is GL_FALSE.
glDisable(GL_BLEND);
glDisable(GL_COLOR_LOGIC_OP);
glDisable(GL_CULL_FACE);
// Do NOT disable debug output if set!
// glDisable(GL_DEBUG_OUTPUT);
// glDisable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
glDisable(GL_DEPTH_CLAMP);
glDisable(GL_DEPTH_TEST);
glDisable(GL_FRAMEBUFFER_SRGB);
glDisable(GL_LINE_SMOOTH);
glDisable(GL_POLYGON_OFFSET_FILL);
glDisable(GL_POLYGON_OFFSET_LINE);
glDisable(GL_POLYGON_OFFSET_POINT);
glDisable(GL_POLYGON_SMOOTH);
glDisable(GL_PRIMITIVE_RESTART);
glDisable(GL_PRIMITIVE_RESTART_FIXED_INDEX);
glDisable(GL_RASTERIZER_DISCARD);
glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE);
glDisable(GL_SAMPLE_ALPHA_TO_ONE);
glDisable(GL_SAMPLE_COVERAGE);
#if GLOW_OPENGL_VERSION >= 40
glDisable(GL_SAMPLE_SHADING);
#endif
glDisable(GL_SAMPLE_MASK);
glDisable(GL_SCISSOR_TEST);
glDisable(GL_STENCIL_TEST);
glDisable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
glDisable(GL_PROGRAM_POINT_SIZE);
// The initial value for GL_DITHER and GL_MULTISAMPLE is GL_TRUE.
glEnable(GL_DITHER);
glEnable(GL_MULTISAMPLE);
// clear
glClearColor(0.f, 0.f, 0.f, 0.f);
// blending
glBlendFunc(GL_ONE, GL_ZERO);
glBlendColor(0.f, 0.f, 0.f, 0.f);
glBlendEquation(GL_FUNC_ADD);
// logic op
glLogicOp(GL_COPY);
// depth test
glDepthMask(GL_TRUE);
glDepthFunc(GL_LESS);
glClearDepth(1.0);
glDepthRange(0.0, 1.0);
// culling
glCullFace(GL_BACK);
glFrontFace(GL_CCW);
// point/line width
glLineWidth(1.f);
glPointSize(1.f);
// sample cov
glSampleCoverage(1.f, GL_FALSE);
// poly offset
glPolygonOffset(0.f, 0.f);
// prim restart (has no default)
// glPrimitiveRestartIndex()
// stencil test
glStencilFunc(GL_ALWAYS, 0, 0xFFffFFff);
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
// default pixel store
glPixelStorei(GL_PACK_SWAP_BYTES, false);
glPixelStorei(GL_PACK_LSB_FIRST, false);
glPixelStorei(GL_PACK_ROW_LENGTH, 0);
glPixelStorei(GL_PACK_IMAGE_HEIGHT, 0);
glPixelStorei(GL_PACK_SKIP_ROWS, 0);
glPixelStorei(GL_PACK_SKIP_PIXELS, 0);
glPixelStorei(GL_PACK_SKIP_IMAGES, 0);
glPixelStorei(GL_PACK_ALIGNMENT, 4);
glPixelStorei(GL_UNPACK_SWAP_BYTES, false);
glPixelStorei(GL_UNPACK_LSB_FIRST, false);
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
glPixelStorei(GL_UNPACK_IMAGE_HEIGHT, 0);
glPixelStorei(GL_UNPACK_SKIP_ROWS, 0);
glPixelStorei(GL_UNPACK_SKIP_PIXELS, 0);
glPixelStorei(GL_UNPACK_SKIP_IMAGES, 0);
glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
// seamless cubemap filtering
glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
}
void glow::unbindOpenGLObjects()
{
// unbind shader
glUseProgram(0);
// unbind VAOs
glBindVertexArray(0);
// unbind textures
for (auto i = 0; i < limits::maxCombinedTextureImageUnits; ++i)
{
glActiveTexture(GL_TEXTURE0 + i);
glBindTexture(GL_TEXTURE_1D, 0);
glBindTexture(GL_TEXTURE_2D, 0);
glBindTexture(GL_TEXTURE_3D, 0);
glBindTexture(GL_TEXTURE_1D_ARRAY, 0);
glBindTexture(GL_TEXTURE_2D_ARRAY, 0);
glBindTexture(GL_TEXTURE_RECTANGLE, 0);
glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
glBindTexture(GL_TEXTURE_CUBE_MAP_ARRAY, 0);
glBindTexture(GL_TEXTURE_BUFFER, 0);
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, 0);
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, 0);
}
// unbind samplers
for (auto i = 0; i < limits::maxCombinedTextureImageUnits; ++i)
glBindSampler(i, 0);
// activate tex0 again
glActiveTexture(GL_TEXTURE0);
// unbind buffers
// must be last: otherwise unbinding EAB changes VAO
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ATOMIC_COUNTER_BUFFER, 0);
glBindBuffer(GL_COPY_READ_BUFFER, 0);
glBindBuffer(GL_COPY_WRITE_BUFFER, 0);
glBindBuffer(GL_DISPATCH_INDIRECT_BUFFER, 0);
glBindBuffer(GL_DRAW_INDIRECT_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
glBindBuffer(GL_QUERY_BUFFER, 0);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
glBindBuffer(GL_TEXTURE_BUFFER, 0);
glBindBuffer(GL_TRANSFORM_FEEDBACK_BUFFER, 0);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
}
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