improve clipping performance
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8b184d3ce8
commit
034fce9147
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@ -135,7 +135,7 @@ void Graphics::resize(const Size& size)
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void Graphics::beginRender()
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{
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glClearColor(0, 0, 0, 1);
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glClear(GL_COLOR_BUFFER_BIT);
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glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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}
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void Graphics::endRender()
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@ -154,10 +154,17 @@ void Graphics::endRender()
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void Graphics::beginClipping(const Rect& clipRect)
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{
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static uint8 depth = 0;
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depth++;
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if(depth == 0) {
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glClear(GL_STENCIL_BUFFER_BIT);
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depth = 1;
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}
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// setup stencil buffer for writing
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glClear(GL_STENCIL_BUFFER_BIT);
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glEnable(GL_STENCIL_TEST);
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glStencilFunc(GL_ALWAYS, 1, 1);
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glStencilFunc(GL_ALWAYS, depth, 1);
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glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
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// draw the clipping area into the stencil buffer
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@ -166,7 +173,7 @@ void Graphics::beginClipping(const Rect& clipRect)
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// set stencil buffer for clipping
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glColorMask(1, 1, 1, 1);
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glStencilFunc(GL_EQUAL, 1, 1);
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glStencilFunc(GL_EQUAL, depth, 0xff);
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glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
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}
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@ -310,7 +310,7 @@ void WIN32Window::internalChooseGLVisual()
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0, // No Accumulation Buffer
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0, 0, 0, 0, // Accumulation Bits Ignored
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16, // 16Bit Z-Buffer (Depth Buffer)
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1, // 1Bit Stencil Buffer
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8, // 8Bit Stencil Buffer
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0, // No Auxiliary Buffer
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PFD_MAIN_PLANE, // Main Drawing Layer
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0, // Reserved
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@ -369,7 +369,7 @@ void X11Window::internalChooseGLVisual()
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GLX_USE_GL,
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GLX_RGBA,
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GLX_DOUBLEBUFFER,
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GLX_STENCIL_SIZE, 1,
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GLX_STENCIL_SIZE, 8,
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/*
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GLX_ACCUM_RED_SIZE, 8,
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GLX_ACCUM_GREEN_SIZE, 8,
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