Merge branch 'distant-horizons-core-alpha.blend.state'
This commit is contained in:
@@ -34,8 +34,10 @@ public class GLState
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public int activeTextureNumber;
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public int texture0;
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public boolean blend;
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public int blendSrc;
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public int blendDst;
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public int blendSrcColor;
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public int blendSrcAlpha;
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public int blendDstColor;
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public int blendDstAlpha;
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public boolean depth;
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public boolean writeToDepthBuffer;
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public int depthFunc;
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@@ -64,8 +66,10 @@ public class GLState
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this.texture0 = GL32.glGetInteger(GL32.GL_TEXTURE_BINDING_2D);
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GL32.glActiveTexture(this.activeTextureNumber);
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this.blend = GL32.glIsEnabled(GL32.GL_BLEND);
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this.blendSrc = GL32.glGetInteger(GL32.GL_BLEND_SRC);
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this.blendDst = GL32.glGetInteger(GL32.GL_BLEND_DST);
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this.blendSrcColor = GL32.glGetInteger(GL32.GL_BLEND_SRC_RGB);
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this.blendSrcAlpha = GL32.glGetInteger(GL32.GL_BLEND_SRC_ALPHA);
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this.blendDstColor = GL32.glGetInteger(GL32.GL_BLEND_DST_RGB);
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this.blendDstAlpha = GL32.glGetInteger(GL32.GL_BLEND_DST_ALPHA);
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this.depth = GL32.glIsEnabled(GL32.GL_DEPTH_TEST);
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this.writeToDepthBuffer = GL32.glGetInteger(GL32.GL_DEPTH_WRITEMASK) == GL32.GL_TRUE;
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this.depthFunc = GL32.glGetInteger(GL32.GL_DEPTH_FUNC);
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@@ -86,7 +90,7 @@ public class GLState
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return "GLState{" +
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"prog=" + this.prog + ", vao=" + this.vao + ", vbo=" + this.vbo + ", ebo=" + this.ebo + ", fbo=" + this.fbo +
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", text=" + GLEnums.getString(this.texture2D) + "@" + this.activeTextureNumber + ", text0=" + GLEnums.getString(this.texture0) +
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", blend=" + this.blend + ", blendMode=" + GLEnums.getString(this.blendSrc) + "," + GLEnums.getString(this.blendDst) +
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", blend=" + this.blend + ", blendMode=" + GLEnums.getString(this.blendSrcColor) + "," + GLEnums.getString(this.blendDstColor) +
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", depth=" + this.depth +
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", depthFunc=" + GLEnums.getString(this.depthFunc) + ", stencil=" + this.stencil + ", stencilFunc=" +
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GLEnums.getString(this.stencilFunc) + ", stencilRef=" + this.stencilRef + ", stencilMask=" + this.stencilMask +
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@@ -119,7 +123,9 @@ public class GLState
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GL32.glUseProgram(GL32.glIsProgram(this.prog) ? this.prog : 0);
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GL32.glDepthMask(this.writeToDepthBuffer);
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GL32.glBlendFunc(this.blendSrc, this.blendDst);
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//GL32.glBlendFunc(this.blendSrcColor, this.blendDstColor);
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GL32.glBlendFuncSeparate(this.blendSrcColor, this.blendDstColor, this.blendSrcAlpha, this.blendDstAlpha);
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if (this.depth)
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{
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GL32.glEnable(GL32.GL_DEPTH_TEST);
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