//----------------------------------------------------------------------------- // Copyright (c) 2012 GarageGames, LLC // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to // deal in the Software without restriction, including without limitation the // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or // sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS // IN THE SOFTWARE. //----------------------------------------------------------------------------- #include "gfx/gl/gfxGLStateBlock.h" #include "gfx/gl/gfxGLDevice.h" #include "gfx/gl/gfxGLEnumTranslate.h" #include "gfx/gl/gfxGLUtils.h" #include "gfx/gl/gfxGLTextureObject.h" GFXGLStateBlock::GFXGLStateBlock(const GFXStateBlockDesc& desc) : mDesc(desc), mCachedHashValue(desc.getHashValue()) { } GFXGLStateBlock::~GFXGLStateBlock() { } /// Returns the hash value of the desc that created this block U32 GFXGLStateBlock::getHashValue() const { return mCachedHashValue; } /// Returns a GFXStateBlockDesc that this block represents const GFXStateBlockDesc& GFXGLStateBlock::getDesc() const { return mDesc; } /// Called by OpenGL device to active this state block. /// @param oldState The current state, used to make sure we don't set redundant states on the device. Pass NULL to reset all states. void GFXGLStateBlock::activate(const GFXGLStateBlock* oldState) { // Big scary warning copied from Apple docs // http://developer.apple.com/documentation/GraphicsImaging/Conceptual/OpenGL-MacProgGuide/opengl_performance/chapter_13_section_2.html#//apple_ref/doc/uid/TP40001987-CH213-SW12 // Don't set a state that's already set. Once a feature is enabled, it does not need to be enabled again. // Calling an enable function more than once does nothing except waste time because OpenGL does not check // the state of a feature when you call glEnable or glDisable. For instance, if you call glEnable(GL_LIGHTING) // more than once, OpenGL does not check to see if the lighting state is already enabled. It simply updates // the state value even if that value is identical to the current value. #define STATE_CHANGE(state) (!oldState || oldState->mDesc.state != mDesc.state) #define TOGGLE_STATE(state, enum) if(mDesc.state) glEnable(enum); else glDisable(enum) #define CHECK_TOGGLE_STATE(state, enum) if(!oldState || oldState->mDesc.state != mDesc.state) if(mDesc.state) glEnable(enum); else glDisable(enum) // Blending CHECK_TOGGLE_STATE(blendEnable, GL_BLEND); if(STATE_CHANGE(blendSrc) || STATE_CHANGE(blendDest)) glBlendFunc(GFXGLBlend[mDesc.blendSrc], GFXGLBlend[mDesc.blendDest]); if(STATE_CHANGE(blendOp)) glBlendEquation(GFXGLBlendOp[mDesc.blendOp]); // Alpha testing CHECK_TOGGLE_STATE(alphaTestEnable, GL_ALPHA_TEST); if(STATE_CHANGE(alphaTestFunc) || STATE_CHANGE(alphaTestRef)) glAlphaFunc(GFXGLCmpFunc[mDesc.alphaTestFunc], (F32) mDesc.alphaTestRef * 1.0f/255.0f); // Color write masks if(STATE_CHANGE(colorWriteRed) || STATE_CHANGE(colorWriteBlue) || STATE_CHANGE(colorWriteGreen) || STATE_CHANGE(colorWriteAlpha)) glColorMask(mDesc.colorWriteRed, mDesc.colorWriteBlue, mDesc.colorWriteGreen, mDesc.colorWriteAlpha); // Culling if(STATE_CHANGE(cullMode)) { TOGGLE_STATE(cullMode, GL_CULL_FACE); glCullFace(GFXGLCullMode[mDesc.cullMode]); } // Depth CHECK_TOGGLE_STATE(zEnable, GL_DEPTH_TEST); if(STATE_CHANGE(zFunc)) glDepthFunc(GFXGLCmpFunc[mDesc.zFunc]); if(STATE_CHANGE(zBias)) { if (mDesc.zBias == 0) { glDisable(GL_POLYGON_OFFSET_FILL); } else { F32 bias = mDesc.zBias * 10000.0f; glEnable(GL_POLYGON_OFFSET_FILL); glPolygonOffset(bias, bias); } } if(STATE_CHANGE(zWriteEnable)) glDepthMask(mDesc.zWriteEnable); // Stencil CHECK_TOGGLE_STATE(stencilEnable, GL_STENCIL_TEST); if(STATE_CHANGE(stencilFunc) || STATE_CHANGE(stencilRef) || STATE_CHANGE(stencilMask)) glStencilFunc(GFXGLCmpFunc[mDesc.stencilFunc], mDesc.stencilRef, mDesc.stencilMask); if(STATE_CHANGE(stencilFailOp) || STATE_CHANGE(stencilZFailOp) || STATE_CHANGE(stencilPassOp)) glStencilOp(GFXGLStencilOp[mDesc.stencilFailOp], GFXGLStencilOp[mDesc.stencilZFailOp], GFXGLStencilOp[mDesc.stencilPassOp]); if(STATE_CHANGE(stencilWriteMask)) glStencilMask(mDesc.stencilWriteMask); // "Misc" CHECK_TOGGLE_STATE(ffLighting, GL_LIGHTING); glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE); CHECK_TOGGLE_STATE(vertexColorEnable, GL_COLOR_MATERIAL); if(STATE_CHANGE(fillMode)) glPolygonMode(GL_FRONT_AND_BACK, GFXGLFillMode[mDesc.fillMode]); #undef CHECK_STATE #undef TOGGLE_STATE #undef CHECK_TOGGLE_STATE // TODO: states added for detail blend // Non per object texture mode states for (U32 i = 0; i < getMin(getOwningDevice()->getNumSamplers(), (U32) TEXTURE_STAGE_COUNT); i++) { GFXGLTextureObject* tex = static_cast(getOwningDevice()->getCurrentTexture(i)); const GFXSamplerStateDesc &ssd = mDesc.samplers[i]; bool updateTexParam = true; glActiveTexture(GL_TEXTURE0 + i); switch (ssd.textureColorOp) { case GFXTOPDisable : if(!tex) break; glDisable(GL_TEXTURE_2D); updateTexParam = false; break; case GFXTOPModulate : glEnable(GL_TEXTURE_2D); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); break; case GFXTOPAdd : glEnable(GL_TEXTURE_2D); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_ADD); break; default : glEnable(GL_TEXTURE_2D); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); break; } #define SSF(state, enum, value, tex) if(!oldState || oldState->mDesc.samplers[i].state != mDesc.samplers[i].state) glTexParameteri(tex->getBinding(), enum, value) #define SSW(state, enum, value, tex) if(!oldState || oldState->mDesc.samplers[i].state != mDesc.samplers[i].state) glTexParameteri(tex->getBinding(), enum, !tex->mIsNPoT2 ? value : GL_CLAMP_TO_EDGE) // Per object texture mode states. // TODO: Check dirty flag of samplers[i] and don't do this if it's dirty (it'll happen in the texture bind) if (updateTexParam && tex) { SSF(minFilter, GL_TEXTURE_MIN_FILTER, minificationFilter(ssd.minFilter, ssd.mipFilter, tex->mMipLevels), tex); SSF(mipFilter, GL_TEXTURE_MIN_FILTER, minificationFilter(ssd.minFilter, ssd.mipFilter, tex->mMipLevels), tex); SSF(magFilter, GL_TEXTURE_MAG_FILTER, GFXGLTextureFilter[ssd.magFilter], tex); SSW(addressModeU, GL_TEXTURE_WRAP_S, GFXGLTextureAddress[ssd.addressModeU], tex); SSW(addressModeV, GL_TEXTURE_WRAP_T, GFXGLTextureAddress[ssd.addressModeV], tex); if( ( !oldState || oldState->mDesc.samplers[i].maxAnisotropy != ssd.maxAnisotropy ) && static_cast< GFXGLDevice* >( GFX )->supportsAnisotropic() ) glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, ssd.maxAnisotropy); if( ( !oldState || oldState->mDesc.samplers[i].mipLODBias != ssd.mipLODBias ) ) glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, ssd.mipLODBias); } } #undef SSF #undef SSW }