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@@ -27,13 +27,17 @@ OpenGLState::OpenGLState() {
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color_mask.alpha_enabled = GL_TRUE;
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stencil.test_enabled = false;
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- stencil.test_func = GL_ALWAYS;
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- stencil.test_ref = 0;
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- stencil.test_mask = 0xFF;
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- stencil.write_mask = 0xFF;
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- stencil.action_depth_fail = GL_KEEP;
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- stencil.action_depth_pass = GL_KEEP;
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- stencil.action_stencil_fail = GL_KEEP;
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+ auto reset_stencil = [](auto& config) {
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+ config.test_func = GL_ALWAYS;
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+ config.test_ref = 0;
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+ config.test_mask = 0xFFFFFFFF;
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+ config.write_mask = 0xFFFFFFFF;
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+ config.action_depth_fail = GL_KEEP;
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+ config.action_depth_pass = GL_KEEP;
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+ config.action_stencil_fail = GL_KEEP;
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+ };
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+ reset_stencil(stencil.front);
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+ reset_stencil(stencil.back);
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blend.enabled = true;
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blend.rgb_equation = GL_FUNC_ADD;
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@@ -129,24 +133,23 @@ void OpenGLState::Apply() const {
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glDisable(GL_STENCIL_TEST);
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}
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}
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-
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- if (stencil.test_func != cur_state.stencil.test_func ||
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- stencil.test_ref != cur_state.stencil.test_ref ||
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- stencil.test_mask != cur_state.stencil.test_mask) {
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- glStencilFunc(stencil.test_func, stencil.test_ref, stencil.test_mask);
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- }
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-
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- if (stencil.action_depth_fail != cur_state.stencil.action_depth_fail ||
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- stencil.action_depth_pass != cur_state.stencil.action_depth_pass ||
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- stencil.action_stencil_fail != cur_state.stencil.action_stencil_fail) {
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- glStencilOp(stencil.action_stencil_fail, stencil.action_depth_fail,
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- stencil.action_depth_pass);
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- }
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-
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- // Stencil mask
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- if (stencil.write_mask != cur_state.stencil.write_mask) {
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- glStencilMask(stencil.write_mask);
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- }
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+ auto config_stencil = [](GLenum face, const auto& config, const auto& prev_config) {
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+ if (config.test_func != prev_config.test_func || config.test_ref != prev_config.test_ref ||
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+ config.test_mask != prev_config.test_mask) {
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+ glStencilFuncSeparate(face, config.test_func, config.test_ref, config.test_mask);
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+ }
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+ if (config.action_depth_fail != prev_config.action_depth_fail ||
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+ config.action_depth_pass != prev_config.action_depth_pass ||
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+ config.action_stencil_fail != prev_config.action_stencil_fail) {
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+ glStencilOpSeparate(face, config.action_stencil_fail, config.action_depth_fail,
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+ config.action_depth_pass);
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+ }
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+ if (config.write_mask != prev_config.write_mask) {
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+ glStencilMaskSeparate(face, config.write_mask);
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+ }
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+ };
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+ config_stencil(GL_FRONT, stencil.front, cur_state.stencil.front);
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+ config_stencil(GL_BACK, stencil.back, cur_state.stencil.back);
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// Blending
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if (blend.enabled != cur_state.blend.enabled) {
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