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-rw-r--r--src/gl_calls.cpp136
1 files changed, 72 insertions, 64 deletions
diff --git a/src/gl_calls.cpp b/src/gl_calls.cpp
index a1938be..3db9e6a 100644
--- a/src/gl_calls.cpp
+++ b/src/gl_calls.cpp
@@ -206,53 +206,59 @@ GL_RasterizeShape(gl_effect_layer *TestL, gl_effect_layer *TestM, void *StrokeDa
Uniform = glGetUniformLocation(DefaultShaderProgram, "Scale");
glUniform1f(Uniform, T.scale);
- Uniform = glGetUniformLocation(DefaultShaderProgram, "VertexMode");
- glUniform1i(Uniform, 1);
- Uniform = glGetUniformLocation(DefaultShaderProgram, "FragmentMode");
- glUniform1i(Uniform, 1);
-
- // fill
- // vertices
- glBindBuffer(GL_ARRAY_BUFFER, ShapeVerts.VertexBufferObject);
- glBufferData(GL_ARRAY_BUFFER, sizeof(real32) * 4 * FillCount, FillData, GL_STATIC_DRAW);
- glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)0);
- glEnableVertexAttribArray(0);
- glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)(2 * sizeof(float)));
-
- // stencil buffer
- glStencilOpSeparate(GL_FRONT, GL_KEEP, GL_KEEP, GL_INCR_WRAP);
- glStencilOpSeparate(GL_BACK, GL_KEEP, GL_KEEP, GL_DECR_WRAP);
- glDisable(GL_CULL_FACE);
-
- glDrawArrays(GL_TRIANGLE_FAN, 0, FillCount);
- //
-
- glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
- glBindVertexArray(0);
+ if (RenderMode == 0 || RenderMode == 1)
+ {
- Uniform = glGetUniformLocation(DefaultShaderProgram, "VertexMode");
- glUniform1i(Uniform, 0);
- Uniform = glGetUniformLocation(DefaultShaderProgram, "FragmentMode");
- glUniform1i(Uniform, 1);
- Uniform = glGetUniformLocation(DefaultShaderProgram, "InputCol");
- glUniform3f(Uniform, FillCol.r, FillCol.g, FillCol.b);
-
- // stencil for fill
- //
- // vertices
- glBindBuffer(GL_ARRAY_BUFFER, DefaultVerts.VertexBufferObject);
- glBufferData(GL_ARRAY_BUFFER, sizeof(GL_DefaultVertices), GL_DefaultVertices, GL_STATIC_DRAW);
- glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
- glEnableVertexAttribArray(0);
- glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float)));
- glEnableVertexAttribArray(1);
-
- // stencil buffer
- glStencilFunc(GL_NOTEQUAL, 0, 0xFF);
- glStencilOp(GL_ZERO, GL_ZERO, GL_ZERO);
-
- glDrawElements(GL_TRIANGLE_STRIP, 6, GL_UNSIGNED_INT, 0);
- //
+ Uniform = glGetUniformLocation(DefaultShaderProgram, "VertexMode");
+ glUniform1i(Uniform, 1);
+ Uniform = glGetUniformLocation(DefaultShaderProgram, "FragmentMode");
+ glUniform1i(Uniform, 1);
+
+ // fill
+ // vertices
+ glBindBuffer(GL_ARRAY_BUFFER, ShapeVerts.VertexBufferObject);
+ glBufferData(GL_ARRAY_BUFFER, sizeof(real32) * 4 * FillCount, FillData, GL_STATIC_DRAW);
+ glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)0);
+ glEnableVertexAttribArray(0);
+ glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)(2 * sizeof(float)));
+
+ // stencil buffer
+ glStencilOpSeparate(GL_FRONT, GL_KEEP, GL_KEEP, GL_INCR_WRAP);
+ glStencilOpSeparate(GL_BACK, GL_KEEP, GL_KEEP, GL_DECR_WRAP);
+ glDisable(GL_CULL_FACE);
+
+ glDrawArrays(GL_TRIANGLE_FAN, 0, FillCount);
+ //
+
+ glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
+ glBindVertexArray(0);
+
+ Uniform = glGetUniformLocation(DefaultShaderProgram, "VertexMode");
+ glUniform1i(Uniform, 0);
+ Uniform = glGetUniformLocation(DefaultShaderProgram, "FragmentMode");
+ glUniform1i(Uniform, 1);
+ Uniform = glGetUniformLocation(DefaultShaderProgram, "InputCol");
+ glUniform3f(Uniform, FillCol.r, FillCol.g, FillCol.b);
+
+ // stencil for fill
+ //
+ // vertices
+ glBindBuffer(GL_ARRAY_BUFFER, DefaultVerts.VertexBufferObject);
+ glBufferData(GL_ARRAY_BUFFER, sizeof(GL_DefaultVertices), GL_DefaultVertices, GL_STATIC_DRAW);
+ glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
+ glEnableVertexAttribArray(0);
+ glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float)));
+ glEnableVertexAttribArray(1);
+
+ // stencil buffer
+ glStencilFunc(GL_NOTEQUAL, 0, 0xFF);
+ glStencilOp(GL_ZERO, GL_ZERO, GL_ZERO);
+
+ glDrawElements(GL_TRIANGLE_STRIP, 6, GL_UNSIGNED_INT, 0);
+ //
+ } else {
+ glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
+ }
// stencil buffer not needed
glDisable(GL_STENCIL_TEST);
@@ -261,24 +267,26 @@ GL_RasterizeShape(gl_effect_layer *TestL, gl_effect_layer *TestM, void *StrokeDa
glBindVertexArray(0);
- Uniform = glGetUniformLocation(DefaultShaderProgram, "VertexMode");
- glUniform1i(Uniform, 1);
- Uniform = glGetUniformLocation(DefaultShaderProgram, "FragmentMode");
- glUniform1i(Uniform, 1);
- Uniform = glGetUniformLocation(DefaultShaderProgram, "InputCol");
- glUniform3f(Uniform, StrokeCol.r, StrokeCol.g, StrokeCol.b);
-
- // stroke
- //
- glBindBuffer(GL_ARRAY_BUFFER, ShapeVerts.VertexBufferObject);
- glBufferData(GL_ARRAY_BUFFER, sizeof(real32) * 4 * StrokeCount, StrokeData, GL_STATIC_DRAW);
- glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)0);
- glEnableVertexAttribArray(0);
- glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)(2 * sizeof(float)));
- glEnableVertexAttribArray(1);
-
- glDrawArrays(GL_TRIANGLE_STRIP, 0, StrokeCount);
- //
+ if (RenderMode == 0 || RenderMode == 2) {
+ Uniform = glGetUniformLocation(DefaultShaderProgram, "VertexMode");
+ glUniform1i(Uniform, 1);
+ Uniform = glGetUniformLocation(DefaultShaderProgram, "FragmentMode");
+ glUniform1i(Uniform, 1);
+ Uniform = glGetUniformLocation(DefaultShaderProgram, "InputCol");
+ glUniform3f(Uniform, StrokeCol.r, StrokeCol.g, StrokeCol.b);
+
+ // stroke
+ //
+ glBindBuffer(GL_ARRAY_BUFFER, ShapeVerts.VertexBufferObject);
+ glBufferData(GL_ARRAY_BUFFER, sizeof(real32) * 4 * StrokeCount, StrokeData, GL_STATIC_DRAW);
+ glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)0);
+ glEnableVertexAttribArray(0);
+ glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)(2 * sizeof(float)));
+ glEnableVertexAttribArray(1);
+
+ glDrawArrays(GL_TRIANGLE_STRIP, 0, StrokeCount);
+ //
+ }
glBindFramebuffer(GL_READ_FRAMEBUFFER, TestM->FramebufferObject);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, TestL->FramebufferObject);