#include "CmPass.h" #include "CmRasterizerState.h" #include "CmBlendState.h" #include "CmDepthStencilState.h" #include "CmPassRTTI.h" #include "CmException.h" namespace CamelotEngine { //----------------------------------------------------------------------------- Pass::Pass() :mStencilRefValue(0) { } //----------------------------------------------------------------------------- Pass::Pass(const Pass& oth) { *this = oth; } //----------------------------------------------------------------------------- Pass::~Pass() { } //----------------------------------------------------------------------------- Pass& Pass::operator=(const Pass& oth) { // Default blending (overwrite) mBlendState = oth.mBlendState; mRasterizerState = oth.mRasterizerState; mDepthStencilState = oth.mDepthStencilState; mStencilRefValue = oth.mStencilRefValue; mVertexProgram = oth.mVertexProgram; mFragmentProgram = oth.mFragmentProgram; mGeometryProgram = oth.mGeometryProgram; mHullProgram = oth.mHullProgram; mDomainProgram = oth.mDomainProgram; mComputeProgram = oth.mComputeProgram; return *this; } //----------------------------------------------------------------------- bool Pass::isTransparent(void) const { bool transparent = false; if(mBlendState != nullptr) { for(UINT32 i = 0; i < CM_MAX_MULTIPLE_RENDER_TARGETS; i++) { // Transparent if destination color is taken into account if (mBlendState->getDstBlend(i) != BF_ZERO || mBlendState->getSrcBlend(i) == BF_DEST_COLOR || mBlendState->getSrcBlend(i) == BF_INV_DEST_COLOR || mBlendState->getSrcBlend(i) == BF_DEST_ALPHA || mBlendState->getSrcBlend(i) == BF_INV_DEST_ALPHA) { transparent = true; } } } return transparent; } //---------------------------------------------------------------------- void Pass::setBlendState(BlendStateHandle& blendState) { mBlendState = blendState; } //---------------------------------------------------------------------- BlendStateHandle Pass::getBlendState() const { return mBlendState; } //---------------------------------------------------------------------- void Pass::setRasterizerState(RasterizerStateHandle& rasterizerState) { mRasterizerState = rasterizerState; } //---------------------------------------------------------------------- RasterizerStateHandle Pass::getRasterizerState() const { return mRasterizerState; } //----------------------------------------------------------------------- void Pass::setDepthStencilState(DepthStencilStateHandle& depthStencilState) { mDepthStencilState = depthStencilState; } //----------------------------------------------------------------------- DepthStencilStateHandle Pass::getDepthStencilState() const { return mDepthStencilState; } //---------------------------------------------------------------------- void Pass::setStencilRefValue(UINT32 refValue) { mStencilRefValue = refValue; } //---------------------------------------------------------------------- UINT32 Pass::getStencilRefValue() const { return mStencilRefValue; } //---------------------------------------------------------------------- RTTITypeBase* Pass::getRTTIStatic() { return PassRTTI::instance(); } //---------------------------------------------------------------------- RTTITypeBase* Pass::getRTTI() const { return Pass::getRTTIStatic(); } }